Coverage Report

Created: 2023-01-13 01:39

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.89.2
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// (main code and documentation)
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// Help:
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// - Read FAQ at http://dearimgui.org/faq
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// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for details, links and comments.
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// Resources:
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// - FAQ                   http://dearimgui.org/faq
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// - Homepage & latest     https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// Getting Started?
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// - For first-time users having issues compiling/linking/running or issues loading fonts:
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//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
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// Individuals: you can support continued development via donations. See docs/README or web page.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- END-USER GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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  - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
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 - Doesn't look fancy, doesn't animate.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 END-USER GUIDE
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 ==============
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 - Double-click on title bar to collapse window.
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 - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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 - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).
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 - Click and drag on any empty space to move window.
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 - TAB/SHIFT+TAB to cycle through keyboard editable fields.
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 - CTRL+Click on a slider or drag box to input value as text.
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 - Use mouse wheel to scroll.
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 - Text editor:
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   - Hold SHIFT or use mouse to select text.
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   - CTRL+Left/Right to word jump.
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   - CTRL+Shift+Left/Right to select words.
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   - CTRL+A or Double-Click to select all.
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   - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/
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   - CTRL+Z,CTRL+Y to undo/redo.
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   - ESCAPE to revert text to its original value.
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   - Controls are automatically adjusted for OSX to match standard OSX text editing operations.
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 - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
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 - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
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   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
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 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date.
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = NULL;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ and example applications for details about this!
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
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                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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                 // The texture for the draw call is specified by pcmd->GetTexID().
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                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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                 // Render 'pcmd->ElemCount/3' indexed triangles.
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                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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             }
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          }
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       }
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    }
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 USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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 ------------------------------------------
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 - The gamepad/keyboard navigation is fairly functional and keeps being improved.
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 - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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 - Keyboard:
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    - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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    - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
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      the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from:
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       - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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       - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
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       - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
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      Please reach out if you think the game vs navigation input sharing could be improved.
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 - Gamepad:
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    - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
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    - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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      Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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    - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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    - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets
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    - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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      with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - Mouse:
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    - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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    - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
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    - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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      Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
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      When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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      When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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      (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!)
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      (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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       to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 API BREAKING CHANGES
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 ====================
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 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
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 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
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 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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(Docking/Viewport Branch)
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 - 2022/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
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                        - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
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                          you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
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                        - likewise io.MousePos and GetMousePos() will use OS coordinates.
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                          If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
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 - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
398
 - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
399
 - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
400
                         - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
401
                         - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
402
                         - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
403
                         - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
404
                       the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
405
                       the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
406
                       exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
407
 - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
408
                       this will require uses of legacy backend-dependent indices to be casted, e.g.
409
                          - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
410
                          - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
411
                          - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
412
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
413
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
414
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
415
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
416
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
417
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
418
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
419
                         - previously this would make the window content size ~200x200:
420
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
421
                         - instead, please submit an item:
422
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
423
                         - alternative:
424
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
425
                         - content size is now only extended when submitting an item!
426
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
427
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
428
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
429
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
430
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
431
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
432
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
433
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
434
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
435
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
436
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
437
                        - Official backends from 1.87+                  -> no issue.
438
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
439
                        - Custom backends not writing to io.NavInputs[] -> no issue.
440
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
441
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
442
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
443
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
444
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
445
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
446
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
447
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
448
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
449
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
450
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
451
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
452
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
453
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
454
                       read https://github.com/ocornut/imgui/issues/4921 for details.
455
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
456
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
457
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
458
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
459
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
460
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
461
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
462
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
463
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
464
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
465
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
466
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
467
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
468
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
469
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
470
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
471
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
472
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
473
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
474
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
475
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
476
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
477
                        - if you are using official backends from the source tree: you have nothing to do.
478
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
479
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
480
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
481
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
482
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
483
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
484
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
485
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
486
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
487
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
488
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
489
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
490
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
491
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
492
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
493
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
494
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
495
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
496
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
497
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
498
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
499
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
500
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
501
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
502
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
503
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
504
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
505
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
506
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
507
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
508
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
509
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
510
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
511
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
512
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
513
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
514
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
515
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
516
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
517
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
518
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
519
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
520
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
521
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
522
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
523
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
524
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
525
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
526
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
527
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
528
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
529
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
530
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
531
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
532
                       - if you omitted the 'power' parameter (likely!), you are not affected.
533
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
534
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
535
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
536
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
537
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
538
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
539
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
540
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
541
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
542
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
543
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
544
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
545
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
546
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
547
                       - ShowTestWindow()                    -> use ShowDemoWindow()
548
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
549
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
550
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
551
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
552
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
553
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
554
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
555
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
556
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
557
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
558
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
559
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
560
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
561
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
562
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
563
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
564
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
565
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
566
                       - ImFont::Glyph                       -> use ImFontGlyph
567
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
568
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
569
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
570
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
571
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
572
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
573
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
574
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
575
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
576
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
577
                       Please reach out if you are affected.
578
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
579
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
580
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
581
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
582
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
583
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
584
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
585
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
586
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
587
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
588
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
589
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
590
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
591
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
592
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
593
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
594
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
595
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
596
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
597
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
598
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
599
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
600
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
601
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
602
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
603
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
604
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
605
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
606
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
607
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
608
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
609
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
610
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
611
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
612
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
613
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
614
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
615
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
616
                       consistent with other functions. Kept redirection functions (will obsolete).
617
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
618
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
619
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
620
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
621
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
622
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
623
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
624
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
625
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
626
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
627
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
628
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
629
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
630
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
631
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
632
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
633
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
634
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
635
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
636
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
637
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
638
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
639
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
640
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
641
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
642
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
643
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
644
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
645
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
646
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
647
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
648
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
649
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
650
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
651
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
652
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
653
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
654
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
655
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
656
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
657
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
658
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
659
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
660
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
661
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
662
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
663
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
664
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
665
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
666
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
667
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
668
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
669
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
670
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
671
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
672
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
673
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
674
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
675
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
676
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
677
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
678
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
679
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
680
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
681
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
682
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
683
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
684
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
685
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
686
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
687
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
688
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
689
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
690
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
691
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
692
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
693
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
694
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
695
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
696
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
697
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
698
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
699
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
700
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
701
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
702
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
703
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
704
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
705
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
706
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
707
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
708
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
709
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
710
                     - the signature of the io.RenderDrawListsFn handler has changed!
711
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
712
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
713
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
714
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
715
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
716
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
717
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
718
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
719
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
720
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
721
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
722
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
723
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
724
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
725
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
726
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
727
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
728
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
729
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
730
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
731
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
732
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
733
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
734
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
735
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
736
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
737
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
738
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
739
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
740
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
741
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
742
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
743
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
744
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
745
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
746
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
747
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
748
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
749
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
750
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
751
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
752
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
753
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
754
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
755
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
756
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
757
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
758
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
759
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
760
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
761
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
762
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
763
764
765
 FREQUENTLY ASKED QUESTIONS (FAQ)
766
 ================================
767
768
 Read all answers online:
769
   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
770
 Read all answers locally (with a text editor or ideally a Markdown viewer):
771
   docs/FAQ.md
772
 Some answers are copied down here to facilitate searching in code.
773
774
 Q&A: Basics
775
 ===========
776
777
 Q: Where is the documentation?
778
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
779
    - Run the examples/ and explore them.
780
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
781
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
782
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
783
    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
784
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
785
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
786
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
787
    - Your programming IDE is your friend, find the type or function declaration to find comments
788
      associated with it.
789
790
 Q: What is this library called?
791
 Q: Which version should I get?
792
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
793
 >> See https://www.dearimgui.org/faq for details.
794
795
 Q&A: Integration
796
 ================
797
798
 Q: How to get started?
799
 A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
800
801
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
802
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
803
 >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.
804
805
 Q. How can I enable keyboard controls?
806
 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
807
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
808
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
809
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
810
 >> See https://www.dearimgui.org/faq
811
812
 Q&A: Usage
813
 ----------
814
815
 Q: About the ID Stack system..
816
   - Why is my widget not reacting when I click on it?
817
   - How can I have widgets with an empty label?
818
   - How can I have multiple widgets with the same label?
819
   - How can I have multiple windows with the same label?
820
 Q: How can I display an image? What is ImTextureID, how does it work?
821
 Q: How can I use my own math types instead of ImVec2/ImVec4?
822
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
823
 Q: How can I display custom shapes? (using low-level ImDrawList API)
824
 >> See https://www.dearimgui.org/faq
825
826
 Q&A: Fonts, Text
827
 ================
828
829
 Q: How should I handle DPI in my application?
830
 Q: How can I load a different font than the default?
831
 Q: How can I easily use icons in my application?
832
 Q: How can I load multiple fonts?
833
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
834
 >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
835
836
 Q&A: Concerns
837
 =============
838
839
 Q: Who uses Dear ImGui?
840
 Q: Can you create elaborate/serious tools with Dear ImGui?
841
 Q: Can you reskin the look of Dear ImGui?
842
 Q: Why using C++ (as opposed to C)?
843
 >> See https://www.dearimgui.org/faq
844
845
 Q&A: Community
846
 ==============
847
848
 Q: How can I help?
849
 A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
850
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
851
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
852
    - Individuals: you can support continued development via PayPal donations. See README.
853
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
854
      and see how you want to help and can help!
855
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
856
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
857
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
858
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
859
860
*/
861
862
//-------------------------------------------------------------------------
863
// [SECTION] INCLUDES
864
//-------------------------------------------------------------------------
865
866
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
867
#define _CRT_SECURE_NO_WARNINGS
868
#endif
869
870
#include "imgui.h"
871
#ifndef IMGUI_DISABLE
872
873
#ifndef IMGUI_DEFINE_MATH_OPERATORS
874
#define IMGUI_DEFINE_MATH_OPERATORS
875
#endif
876
#include "imgui_internal.h"
877
878
// System includes
879
#include <stdio.h>      // vsnprintf, sscanf, printf
880
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
881
#include <stddef.h>     // intptr_t
882
#else
883
#include <stdint.h>     // intptr_t
884
#endif
885
886
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
887
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
888
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
889
#endif
890
891
// [Windows] OS specific includes (optional)
892
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
893
#define IMGUI_DISABLE_WIN32_FUNCTIONS
894
#endif
895
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
896
#ifndef WIN32_LEAN_AND_MEAN
897
#define WIN32_LEAN_AND_MEAN
898
#endif
899
#ifndef NOMINMAX
900
#define NOMINMAX
901
#endif
902
#ifndef __MINGW32__
903
#include <Windows.h>        // _wfopen, OpenClipboard
904
#else
905
#include <windows.h>
906
#endif
907
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
908
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
909
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
910
#endif
911
#endif
912
913
// [Apple] OS specific includes
914
#if defined(__APPLE__)
915
#include <TargetConditionals.h>
916
#endif
917
918
// Visual Studio warnings
919
#ifdef _MSC_VER
920
#pragma warning (disable: 4127)             // condition expression is constant
921
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
922
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
923
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
924
#endif
925
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
926
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
927
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
928
#endif
929
930
// Clang/GCC warnings with -Weverything
931
#if defined(__clang__)
932
#if __has_warning("-Wunknown-warning-option")
933
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
934
#endif
935
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
936
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
937
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
938
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
939
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
940
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
941
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
942
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
943
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
944
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
945
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
946
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
947
#elif defined(__GNUC__)
948
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
949
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
950
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
951
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
952
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
953
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
954
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
955
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
956
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
957
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
958
#endif
959
960
// Debug options
961
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
962
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
963
#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
964
965
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
966
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
967
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
968
969
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
970
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
971
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
972
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
973
974
// Docking
975
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
976
static const float DOCKING_SPLITTER_SIZE                    = 2.0f;
977
978
//-------------------------------------------------------------------------
979
// [SECTION] FORWARD DECLARATIONS
980
//-------------------------------------------------------------------------
981
982
static void             SetCurrentWindow(ImGuiWindow* window);
983
static void             FindHoveredWindow();
984
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
985
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
986
987
static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
988
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
989
990
// Settings
991
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
992
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
993
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
994
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
995
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
996
997
// Platform Dependents default implementation for IO functions
998
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data);
999
static void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
1000
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1001
1002
namespace ImGui
1003
{
1004
// Navigation
1005
static void             NavUpdate();
1006
static void             NavUpdateWindowing();
1007
static void             NavUpdateWindowingOverlay();
1008
static void             NavUpdateCancelRequest();
1009
static void             NavUpdateCreateMoveRequest();
1010
static void             NavUpdateCreateTabbingRequest();
1011
static float            NavUpdatePageUpPageDown();
1012
static inline void      NavUpdateAnyRequestFlag();
1013
static void             NavUpdateCreateWrappingRequest();
1014
static void             NavEndFrame();
1015
static bool             NavScoreItem(ImGuiNavItemData* result);
1016
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1017
static void             NavProcessItem();
1018
static void             NavProcessItemForTabbingRequest(ImGuiID id);
1019
static ImVec2           NavCalcPreferredRefPos();
1020
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1021
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1022
static void             NavRestoreLayer(ImGuiNavLayer layer);
1023
static void             NavRestoreHighlightAfterMove();
1024
static int              FindWindowFocusIndex(ImGuiWindow* window);
1025
1026
// Error Checking and Debug Tools
1027
static void             ErrorCheckNewFrameSanityChecks();
1028
static void             ErrorCheckEndFrameSanityChecks();
1029
static void             UpdateDebugToolItemPicker();
1030
static void             UpdateDebugToolStackQueries();
1031
1032
// Inputs
1033
static void             UpdateKeyboardInputs();
1034
static void             UpdateMouseInputs();
1035
static void             UpdateMouseWheel();
1036
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1037
1038
// Misc
1039
static void             UpdateSettings();
1040
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1041
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1042
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1043
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1044
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1045
static void             RenderDimmedBackgrounds();
1046
static ImGuiWindow*     FindBlockingModal(ImGuiWindow* window);
1047
1048
// Viewports
1049
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1050
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1051
static void             DestroyViewport(ImGuiViewportP* viewport);
1052
static void             UpdateViewportsNewFrame();
1053
static void             UpdateViewportsEndFrame();
1054
static void             WindowSelectViewport(ImGuiWindow* window);
1055
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1056
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1057
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1058
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1059
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1060
static int              FindPlatformMonitorForRect(const ImRect& r);
1061
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1062
1063
}
1064
1065
//-----------------------------------------------------------------------------
1066
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1067
//-----------------------------------------------------------------------------
1068
1069
// DLL users:
1070
// - Heaps and globals are not shared across DLL boundaries!
1071
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1072
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1073
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1074
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1075
1076
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1077
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1078
//   Change to a different context by calling ImGui::SetCurrentContext().
1079
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1080
//   If you want thread-safety to allow N threads to access N different contexts:
1081
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1082
//         struct ImGuiContext;
1083
//         extern thread_local ImGuiContext* MyImGuiTLS;
1084
//         #define GImGui MyImGuiTLS
1085
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1086
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1087
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1088
// - DLL users: read comments above.
1089
#ifndef GImGui
1090
ImGuiContext*   GImGui = NULL;
1091
#endif
1092
1093
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1094
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1095
// - DLL users: read comments above.
1096
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1097
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1098
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1099
#else
1100
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1101
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1102
#endif
1103
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1104
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1105
static void*                GImAllocatorUserData = NULL;
1106
1107
//-----------------------------------------------------------------------------
1108
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1109
//-----------------------------------------------------------------------------
1110
1111
ImGuiStyle::ImGuiStyle()
1112
0
{
1113
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1114
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1115
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1116
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1117
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1118
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1119
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1120
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1121
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1122
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1123
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1124
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1125
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1126
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1127
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1128
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1129
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1130
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell
1131
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1132
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1133
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1134
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1135
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1136
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1137
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1138
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1139
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1140
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1141
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1142
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1143
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1144
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1145
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1146
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1147
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1148
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1149
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1150
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1151
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1152
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1153
1154
    // Default theme
1155
0
    ImGui::StyleColorsDark(this);
1156
0
}
1157
1158
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1159
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1160
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1161
0
{
1162
0
    WindowPadding = ImFloor(WindowPadding * scale_factor);
1163
0
    WindowRounding = ImFloor(WindowRounding * scale_factor);
1164
0
    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1165
0
    ChildRounding = ImFloor(ChildRounding * scale_factor);
1166
0
    PopupRounding = ImFloor(PopupRounding * scale_factor);
1167
0
    FramePadding = ImFloor(FramePadding * scale_factor);
1168
0
    FrameRounding = ImFloor(FrameRounding * scale_factor);
1169
0
    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1170
0
    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1171
0
    CellPadding = ImFloor(CellPadding * scale_factor);
1172
0
    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1173
0
    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1174
0
    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1175
0
    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1176
0
    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1177
0
    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1178
0
    GrabRounding = ImFloor(GrabRounding * scale_factor);
1179
0
    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1180
0
    TabRounding = ImFloor(TabRounding * scale_factor);
1181
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1182
0
    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1183
0
    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1184
0
    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1185
0
}
1186
1187
ImGuiIO::ImGuiIO()
1188
0
{
1189
    // Most fields are initialized with zero
1190
0
    memset(this, 0, sizeof(*this));
1191
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1192
1193
    // Settings
1194
0
    ConfigFlags = ImGuiConfigFlags_None;
1195
0
    BackendFlags = ImGuiBackendFlags_None;
1196
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1197
0
    DeltaTime = 1.0f / 60.0f;
1198
0
    IniSavingRate = 5.0f;
1199
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1200
0
    LogFilename = "imgui_log.txt";
1201
0
    MouseDoubleClickTime = 0.30f;
1202
0
    MouseDoubleClickMaxDist = 6.0f;
1203
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1204
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1205
        KeyMap[i] = -1;
1206
#endif
1207
0
    KeyRepeatDelay = 0.275f;
1208
0
    KeyRepeatRate = 0.050f;
1209
0
    HoverDelayNormal = 0.30f;
1210
0
    HoverDelayShort = 0.10f;
1211
0
    UserData = NULL;
1212
1213
0
    Fonts = NULL;
1214
0
    FontGlobalScale = 1.0f;
1215
0
    FontDefault = NULL;
1216
0
    FontAllowUserScaling = false;
1217
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1218
1219
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1220
0
    ConfigDockingNoSplit = false;
1221
0
    ConfigDockingWithShift = false;
1222
0
    ConfigDockingAlwaysTabBar = false;
1223
0
    ConfigDockingTransparentPayload = false;
1224
1225
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1226
0
    ConfigViewportsNoAutoMerge = false;
1227
0
    ConfigViewportsNoTaskBarIcon = false;
1228
0
    ConfigViewportsNoDecoration = true;
1229
0
    ConfigViewportsNoDefaultParent = false;
1230
1231
    // Miscellaneous options
1232
0
    MouseDrawCursor = false;
1233
#ifdef __APPLE__
1234
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1235
#else
1236
0
    ConfigMacOSXBehaviors = false;
1237
0
#endif
1238
0
    ConfigInputTrickleEventQueue = true;
1239
0
    ConfigInputTextCursorBlink = true;
1240
0
    ConfigInputTextEnterKeepActive = false;
1241
0
    ConfigDragClickToInputText = false;
1242
0
    ConfigWindowsResizeFromEdges = true;
1243
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1244
0
    ConfigMemoryCompactTimer = 60.0f;
1245
1246
    // Platform Functions
1247
0
    BackendPlatformName = BackendRendererName = NULL;
1248
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1249
0
    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
1250
0
    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
1251
0
    ClipboardUserData = NULL;
1252
0
    SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
1253
1254
    // Input (NB: we already have memset zero the entire structure!)
1255
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1256
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1257
0
    MouseDragThreshold = 6.0f;
1258
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1259
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1260
0
    AppAcceptingEvents = true;
1261
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1262
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1263
0
}
1264
1265
// Pass in translated ASCII characters for text input.
1266
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1267
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1268
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1269
void ImGuiIO::AddInputCharacter(unsigned int c)
1270
0
{
1271
0
    ImGuiContext& g = *GImGui;
1272
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1273
0
    if (c == 0 || !AppAcceptingEvents)
1274
0
        return;
1275
1276
0
    ImGuiInputEvent e;
1277
0
    e.Type = ImGuiInputEventType_Text;
1278
0
    e.Source = ImGuiInputSource_Keyboard;
1279
0
    e.Text.Char = c;
1280
0
    g.InputEventsQueue.push_back(e);
1281
0
}
1282
1283
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1284
// we should save the high surrogate.
1285
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1286
0
{
1287
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1288
0
        return;
1289
1290
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1291
0
    {
1292
0
        if (InputQueueSurrogate != 0)
1293
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1294
0
        InputQueueSurrogate = c;
1295
0
        return;
1296
0
    }
1297
1298
0
    ImWchar cp = c;
1299
0
    if (InputQueueSurrogate != 0)
1300
0
    {
1301
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1302
0
        {
1303
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1304
0
        }
1305
0
        else
1306
0
        {
1307
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1308
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1309
#else
1310
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1311
#endif
1312
0
        }
1313
1314
0
        InputQueueSurrogate = 0;
1315
0
    }
1316
0
    AddInputCharacter((unsigned)cp);
1317
0
}
1318
1319
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1320
0
{
1321
0
    if (!AppAcceptingEvents)
1322
0
        return;
1323
0
    while (*utf8_chars != 0)
1324
0
    {
1325
0
        unsigned int c = 0;
1326
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1327
0
        if (c != 0)
1328
0
            AddInputCharacter(c);
1329
0
    }
1330
0
}
1331
1332
// FIXME: Perhaps we could clear queued events as well?
1333
void ImGuiIO::ClearInputCharacters()
1334
0
{
1335
0
    InputQueueCharacters.resize(0);
1336
0
}
1337
1338
// FIXME: Perhaps we could clear queued events as well?
1339
void ImGuiIO::ClearInputKeys()
1340
0
{
1341
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1342
    memset(KeysDown, 0, sizeof(KeysDown));
1343
#endif
1344
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1345
0
    {
1346
0
        KeysData[n].Down             = false;
1347
0
        KeysData[n].DownDuration     = -1.0f;
1348
0
        KeysData[n].DownDurationPrev = -1.0f;
1349
0
    }
1350
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1351
0
    KeyMods = ImGuiMod_None;
1352
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1353
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1354
0
    {
1355
0
        MouseDown[n] = false;
1356
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1357
0
    }
1358
0
    MouseWheel = MouseWheelH = 0.0f;
1359
0
}
1360
1361
static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
1362
0
{
1363
0
    ImGuiContext& g = *GImGui;
1364
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1365
0
    {
1366
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1367
0
        if (e->Type != type)
1368
0
            continue;
1369
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1370
0
            continue;
1371
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1372
0
            continue;
1373
0
        return e;
1374
0
    }
1375
0
    return NULL;
1376
0
}
1377
1378
// Queue a new key down/up event.
1379
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1380
// - bool down:          Is the key down? use false to signify a key release.
1381
// - float analog_value: 0.0f..1.0f
1382
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1383
0
{
1384
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1385
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1386
0
        return;
1387
0
    ImGuiContext& g = *GImGui;
1388
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1389
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1390
0
    IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1391
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1392
1393
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1394
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1395
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1396
    if (BackendUsingLegacyKeyArrays == -1)
1397
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1398
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1399
    BackendUsingLegacyKeyArrays = 0;
1400
#endif
1401
0
    if (ImGui::IsGamepadKey(key))
1402
0
        BackendUsingLegacyNavInputArray = false;
1403
1404
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1405
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);
1406
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(key);
1407
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1408
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1409
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1410
0
        return;
1411
1412
    // Add event
1413
0
    ImGuiInputEvent e;
1414
0
    e.Type = ImGuiInputEventType_Key;
1415
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1416
0
    e.Key.Key = key;
1417
0
    e.Key.Down = down;
1418
0
    e.Key.AnalogValue = analog_value;
1419
0
    g.InputEventsQueue.push_back(e);
1420
0
}
1421
1422
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1423
0
{
1424
0
    if (!AppAcceptingEvents)
1425
0
        return;
1426
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1427
0
}
1428
1429
// [Optional] Call after AddKeyEvent().
1430
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1431
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1432
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1433
0
{
1434
0
    if (key == ImGuiKey_None)
1435
0
        return;
1436
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1437
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1438
0
    IM_UNUSED(native_keycode);  // Yet unused
1439
0
    IM_UNUSED(native_scancode); // Yet unused
1440
1441
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1442
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1443
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1444
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1445
        return;
1446
    KeyMap[legacy_key] = key;
1447
    KeyMap[key] = legacy_key;
1448
#else
1449
0
    IM_UNUSED(key);
1450
0
    IM_UNUSED(native_legacy_index);
1451
0
#endif
1452
0
}
1453
1454
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1455
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1456
0
{
1457
0
    AppAcceptingEvents = accepting_events;
1458
0
}
1459
1460
// Queue a mouse move event
1461
void ImGuiIO::AddMousePosEvent(float x, float y)
1462
0
{
1463
0
    ImGuiContext& g = *GImGui;
1464
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1465
0
    if (!AppAcceptingEvents)
1466
0
        return;
1467
1468
    // Apply same flooring as UpdateMouseInputs()
1469
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
1470
1471
    // Filter duplicate
1472
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);
1473
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1474
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1475
0
        return;
1476
1477
0
    ImGuiInputEvent e;
1478
0
    e.Type = ImGuiInputEventType_MousePos;
1479
0
    e.Source = ImGuiInputSource_Mouse;
1480
0
    e.MousePos.PosX = pos.x;
1481
0
    e.MousePos.PosY = pos.y;
1482
0
    g.InputEventsQueue.push_back(e);
1483
0
}
1484
1485
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1486
0
{
1487
0
    ImGuiContext& g = *GImGui;
1488
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1489
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1490
0
    if (!AppAcceptingEvents)
1491
0
        return;
1492
1493
    // Filter duplicate
1494
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);
1495
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1496
0
    if (latest_button_down == down)
1497
0
        return;
1498
1499
0
    ImGuiInputEvent e;
1500
0
    e.Type = ImGuiInputEventType_MouseButton;
1501
0
    e.Source = ImGuiInputSource_Mouse;
1502
0
    e.MouseButton.Button = mouse_button;
1503
0
    e.MouseButton.Down = down;
1504
0
    g.InputEventsQueue.push_back(e);
1505
0
}
1506
1507
// Queue a mouse wheel event (most mouse/API will only have a Y component)
1508
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1509
0
{
1510
0
    ImGuiContext& g = *GImGui;
1511
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1512
1513
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1514
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1515
0
        return;
1516
1517
0
    ImGuiInputEvent e;
1518
0
    e.Type = ImGuiInputEventType_MouseWheel;
1519
0
    e.Source = ImGuiInputSource_Mouse;
1520
0
    e.MouseWheel.WheelX = wheel_x;
1521
0
    e.MouseWheel.WheelY = wheel_y;
1522
0
    g.InputEventsQueue.push_back(e);
1523
0
}
1524
1525
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1526
0
{
1527
0
    ImGuiContext& g = *GImGui;
1528
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1529
0
    IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1530
0
    if (!AppAcceptingEvents)
1531
0
        return;
1532
1533
    // Filter duplicate
1534
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseViewport);
1535
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1536
0
    if (latest_viewport_id == viewport_id)
1537
0
        return;
1538
1539
0
    ImGuiInputEvent e;
1540
0
    e.Type = ImGuiInputEventType_MouseViewport;
1541
0
    e.Source = ImGuiInputSource_Mouse;
1542
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1543
0
    g.InputEventsQueue.push_back(e);
1544
0
}
1545
1546
void ImGuiIO::AddFocusEvent(bool focused)
1547
0
{
1548
0
    ImGuiContext& g = *GImGui;
1549
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1550
1551
    // Filter duplicate
1552
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
1553
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1554
0
    if (latest_focused == focused)
1555
0
        return;
1556
1557
0
    ImGuiInputEvent e;
1558
0
    e.Type = ImGuiInputEventType_Focus;
1559
0
    e.AppFocused.Focused = focused;
1560
0
    g.InputEventsQueue.push_back(e);
1561
0
}
1562
1563
//-----------------------------------------------------------------------------
1564
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1565
//-----------------------------------------------------------------------------
1566
1567
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1568
0
{
1569
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1570
0
    ImVec2 p_last = p1;
1571
0
    ImVec2 p_closest;
1572
0
    float p_closest_dist2 = FLT_MAX;
1573
0
    float t_step = 1.0f / (float)num_segments;
1574
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1575
0
    {
1576
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1577
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1578
0
        float dist2 = ImLengthSqr(p - p_line);
1579
0
        if (dist2 < p_closest_dist2)
1580
0
        {
1581
0
            p_closest = p_line;
1582
0
            p_closest_dist2 = dist2;
1583
0
        }
1584
0
        p_last = p_current;
1585
0
    }
1586
0
    return p_closest;
1587
0
}
1588
1589
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1590
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1591
0
{
1592
0
    float dx = x4 - x1;
1593
0
    float dy = y4 - y1;
1594
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1595
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1596
0
    d2 = (d2 >= 0) ? d2 : -d2;
1597
0
    d3 = (d3 >= 0) ? d3 : -d3;
1598
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1599
0
    {
1600
0
        ImVec2 p_current(x4, y4);
1601
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1602
0
        float dist2 = ImLengthSqr(p - p_line);
1603
0
        if (dist2 < p_closest_dist2)
1604
0
        {
1605
0
            p_closest = p_line;
1606
0
            p_closest_dist2 = dist2;
1607
0
        }
1608
0
        p_last = p_current;
1609
0
    }
1610
0
    else if (level < 10)
1611
0
    {
1612
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1613
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1614
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1615
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1616
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1617
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1618
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1619
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1620
0
    }
1621
0
}
1622
1623
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1624
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1625
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1626
0
{
1627
0
    IM_ASSERT(tess_tol > 0.0f);
1628
0
    ImVec2 p_last = p1;
1629
0
    ImVec2 p_closest;
1630
0
    float p_closest_dist2 = FLT_MAX;
1631
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1632
0
    return p_closest;
1633
0
}
1634
1635
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1636
0
{
1637
0
    ImVec2 ap = p - a;
1638
0
    ImVec2 ab_dir = b - a;
1639
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1640
0
    if (dot < 0.0f)
1641
0
        return a;
1642
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1643
0
    if (dot > ab_len_sqr)
1644
0
        return b;
1645
0
    return a + ab_dir * dot / ab_len_sqr;
1646
0
}
1647
1648
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1649
0
{
1650
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1651
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1652
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1653
0
    return ((b1 == b2) && (b2 == b3));
1654
0
}
1655
1656
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1657
0
{
1658
0
    ImVec2 v0 = b - a;
1659
0
    ImVec2 v1 = c - a;
1660
0
    ImVec2 v2 = p - a;
1661
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1662
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1663
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1664
0
    out_u = 1.0f - out_v - out_w;
1665
0
}
1666
1667
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1668
0
{
1669
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1670
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1671
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1672
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1673
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1674
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1675
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1676
0
    if (m == dist2_ab)
1677
0
        return proj_ab;
1678
0
    if (m == dist2_bc)
1679
0
        return proj_bc;
1680
0
    return proj_ca;
1681
0
}
1682
1683
//-----------------------------------------------------------------------------
1684
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1685
//-----------------------------------------------------------------------------
1686
1687
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1688
int ImStricmp(const char* str1, const char* str2)
1689
0
{
1690
0
    int d;
1691
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1692
0
    return d;
1693
0
}
1694
1695
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1696
0
{
1697
0
    int d = 0;
1698
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1699
0
    return d;
1700
0
}
1701
1702
void ImStrncpy(char* dst, const char* src, size_t count)
1703
0
{
1704
0
    if (count < 1)
1705
0
        return;
1706
0
    if (count > 1)
1707
0
        strncpy(dst, src, count - 1);
1708
0
    dst[count - 1] = 0;
1709
0
}
1710
1711
char* ImStrdup(const char* str)
1712
0
{
1713
0
    size_t len = strlen(str);
1714
0
    void* buf = IM_ALLOC(len + 1);
1715
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1716
0
}
1717
1718
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1719
0
{
1720
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1721
0
    size_t src_size = strlen(src) + 1;
1722
0
    if (dst_buf_size < src_size)
1723
0
    {
1724
0
        IM_FREE(dst);
1725
0
        dst = (char*)IM_ALLOC(src_size);
1726
0
        if (p_dst_size)
1727
0
            *p_dst_size = src_size;
1728
0
    }
1729
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1730
0
}
1731
1732
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1733
0
{
1734
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1735
0
    return p;
1736
0
}
1737
1738
int ImStrlenW(const ImWchar* str)
1739
0
{
1740
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1741
0
    int n = 0;
1742
0
    while (*str++) n++;
1743
0
    return n;
1744
0
}
1745
1746
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1747
const char* ImStreolRange(const char* str, const char* str_end)
1748
0
{
1749
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1750
0
    return p ? p : str_end;
1751
0
}
1752
1753
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1754
0
{
1755
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1756
0
        buf_mid_line--;
1757
0
    return buf_mid_line;
1758
0
}
1759
1760
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1761
0
{
1762
0
    if (!needle_end)
1763
0
        needle_end = needle + strlen(needle);
1764
1765
0
    const char un0 = (char)ImToUpper(*needle);
1766
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1767
0
    {
1768
0
        if (ImToUpper(*haystack) == un0)
1769
0
        {
1770
0
            const char* b = needle + 1;
1771
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1772
0
                if (ImToUpper(*a) != ImToUpper(*b))
1773
0
                    break;
1774
0
            if (b == needle_end)
1775
0
                return haystack;
1776
0
        }
1777
0
        haystack++;
1778
0
    }
1779
0
    return NULL;
1780
0
}
1781
1782
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1783
void ImStrTrimBlanks(char* buf)
1784
0
{
1785
0
    char* p = buf;
1786
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1787
0
        p++;
1788
0
    char* p_start = p;
1789
0
    while (*p != 0)                         // Find end of string
1790
0
        p++;
1791
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1792
0
        p--;
1793
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1794
0
        memmove(buf, p_start, p - p_start);
1795
0
    buf[p - p_start] = 0;                   // Zero terminate
1796
0
}
1797
1798
const char* ImStrSkipBlank(const char* str)
1799
0
{
1800
0
    while (str[0] == ' ' || str[0] == '\t')
1801
0
        str++;
1802
0
    return str;
1803
0
}
1804
1805
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1806
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1807
// B) When buf==NULL vsnprintf() will return the output size.
1808
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1809
1810
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1811
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1812
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1813
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1814
#ifdef IMGUI_USE_STB_SPRINTF
1815
#define STB_SPRINTF_IMPLEMENTATION
1816
#ifdef IMGUI_STB_SPRINTF_FILENAME
1817
#include IMGUI_STB_SPRINTF_FILENAME
1818
#else
1819
#include "stb_sprintf.h"
1820
#endif
1821
#endif
1822
1823
#if defined(_MSC_VER) && !defined(vsnprintf)
1824
#define vsnprintf _vsnprintf
1825
#endif
1826
1827
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1828
0
{
1829
0
    va_list args;
1830
0
    va_start(args, fmt);
1831
#ifdef IMGUI_USE_STB_SPRINTF
1832
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1833
#else
1834
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1835
0
#endif
1836
0
    va_end(args);
1837
0
    if (buf == NULL)
1838
0
        return w;
1839
0
    if (w == -1 || w >= (int)buf_size)
1840
0
        w = (int)buf_size - 1;
1841
0
    buf[w] = 0;
1842
0
    return w;
1843
0
}
1844
1845
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1846
0
{
1847
#ifdef IMGUI_USE_STB_SPRINTF
1848
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1849
#else
1850
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1851
0
#endif
1852
0
    if (buf == NULL)
1853
0
        return w;
1854
0
    if (w == -1 || w >= (int)buf_size)
1855
0
        w = (int)buf_size - 1;
1856
0
    buf[w] = 0;
1857
0
    return w;
1858
0
}
1859
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1860
1861
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1862
0
{
1863
0
    ImGuiContext& g = *GImGui;
1864
0
    va_list args;
1865
0
    va_start(args, fmt);
1866
0
    int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1867
0
    *out_buf = g.TempBuffer.Data;
1868
0
    if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1869
0
    va_end(args);
1870
0
}
1871
1872
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1873
0
{
1874
0
    ImGuiContext& g = *GImGui;
1875
0
    int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1876
0
    *out_buf = g.TempBuffer.Data;
1877
0
    if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1878
0
}
1879
1880
// CRC32 needs a 1KB lookup table (not cache friendly)
1881
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
1882
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1883
static const ImU32 GCrc32LookupTable[256] =
1884
{
1885
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
1886
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
1887
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
1888
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
1889
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
1890
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
1891
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
1892
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
1893
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
1894
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
1895
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
1896
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
1897
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
1898
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
1899
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
1900
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
1901
};
1902
1903
// Known size hash
1904
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
1905
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1906
ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
1907
0
{
1908
0
    ImU32 crc = ~seed;
1909
0
    const unsigned char* data = (const unsigned char*)data_p;
1910
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1911
0
    while (data_size-- != 0)
1912
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1913
0
    return ~crc;
1914
0
}
1915
1916
// Zero-terminated string hash, with support for ### to reset back to seed value
1917
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
1918
// Because this syntax is rarely used we are optimizing for the common case.
1919
// - If we reach ### in the string we discard the hash so far and reset to the seed.
1920
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
1921
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1922
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
1923
0
{
1924
0
    seed = ~seed;
1925
0
    ImU32 crc = seed;
1926
0
    const unsigned char* data = (const unsigned char*)data_p;
1927
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1928
0
    if (data_size != 0)
1929
0
    {
1930
0
        while (data_size-- != 0)
1931
0
        {
1932
0
            unsigned char c = *data++;
1933
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
1934
0
                crc = seed;
1935
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1936
0
        }
1937
0
    }
1938
0
    else
1939
0
    {
1940
0
        while (unsigned char c = *data++)
1941
0
        {
1942
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
1943
0
                crc = seed;
1944
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1945
0
        }
1946
0
    }
1947
0
    return ~crc;
1948
0
}
1949
1950
//-----------------------------------------------------------------------------
1951
// [SECTION] MISC HELPERS/UTILITIES (File functions)
1952
//-----------------------------------------------------------------------------
1953
1954
// Default file functions
1955
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
1956
1957
ImFileHandle ImFileOpen(const char* filename, const char* mode)
1958
0
{
1959
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
1960
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
1961
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
1962
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
1963
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
1964
    ImVector<ImWchar> buf;
1965
    buf.resize(filename_wsize + mode_wsize);
1966
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
1967
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
1968
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
1969
#else
1970
0
    return fopen(filename, mode);
1971
0
#endif
1972
0
}
1973
1974
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
1975
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
1976
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
1977
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
1978
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
1979
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
1980
1981
// Helper: Load file content into memory
1982
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
1983
// This can't really be used with "rt" because fseek size won't match read size.
1984
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
1985
0
{
1986
0
    IM_ASSERT(filename && mode);
1987
0
    if (out_file_size)
1988
0
        *out_file_size = 0;
1989
1990
0
    ImFileHandle f;
1991
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
1992
0
        return NULL;
1993
1994
0
    size_t file_size = (size_t)ImFileGetSize(f);
1995
0
    if (file_size == (size_t)-1)
1996
0
    {
1997
0
        ImFileClose(f);
1998
0
        return NULL;
1999
0
    }
2000
2001
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2002
0
    if (file_data == NULL)
2003
0
    {
2004
0
        ImFileClose(f);
2005
0
        return NULL;
2006
0
    }
2007
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2008
0
    {
2009
0
        ImFileClose(f);
2010
0
        IM_FREE(file_data);
2011
0
        return NULL;
2012
0
    }
2013
0
    if (padding_bytes > 0)
2014
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2015
2016
0
    ImFileClose(f);
2017
0
    if (out_file_size)
2018
0
        *out_file_size = file_size;
2019
2020
0
    return file_data;
2021
0
}
2022
2023
//-----------------------------------------------------------------------------
2024
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2025
//-----------------------------------------------------------------------------
2026
2027
// Convert UTF-8 to 32-bit character, process single character input.
2028
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2029
// We handle UTF-8 decoding error by skipping forward.
2030
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2031
0
{
2032
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2033
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2034
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2035
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2036
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2037
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2038
0
    int wanted = len + !len;
2039
2040
0
    if (in_text_end == NULL)
2041
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2042
2043
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2044
    // so it is fast even with excessive branching.
2045
0
    unsigned char s[4];
2046
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2047
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2048
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2049
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2050
2051
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2052
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2053
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2054
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2055
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2056
0
    *out_char >>= shiftc[len];
2057
2058
    // Accumulate the various error conditions.
2059
0
    int e = 0;
2060
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2061
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2062
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2063
0
    e |= (s[1] & 0xc0) >> 2;
2064
0
    e |= (s[2] & 0xc0) >> 4;
2065
0
    e |= (s[3]       ) >> 6;
2066
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2067
0
    e >>= shifte[len];
2068
2069
0
    if (e)
2070
0
    {
2071
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2072
        // One byte is consumed in case of invalid first byte of in_text.
2073
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2074
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2075
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2076
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2077
0
    }
2078
2079
0
    return wanted;
2080
0
}
2081
2082
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2083
0
{
2084
0
    ImWchar* buf_out = buf;
2085
0
    ImWchar* buf_end = buf + buf_size;
2086
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2087
0
    {
2088
0
        unsigned int c;
2089
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2090
0
        if (c == 0)
2091
0
            break;
2092
0
        *buf_out++ = (ImWchar)c;
2093
0
    }
2094
0
    *buf_out = 0;
2095
0
    if (in_text_remaining)
2096
0
        *in_text_remaining = in_text;
2097
0
    return (int)(buf_out - buf);
2098
0
}
2099
2100
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2101
0
{
2102
0
    int char_count = 0;
2103
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2104
0
    {
2105
0
        unsigned int c;
2106
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2107
0
        if (c == 0)
2108
0
            break;
2109
0
        char_count++;
2110
0
    }
2111
0
    return char_count;
2112
0
}
2113
2114
// Based on stb_to_utf8() from github.com/nothings/stb/
2115
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2116
0
{
2117
0
    if (c < 0x80)
2118
0
    {
2119
0
        buf[0] = (char)c;
2120
0
        return 1;
2121
0
    }
2122
0
    if (c < 0x800)
2123
0
    {
2124
0
        if (buf_size < 2) return 0;
2125
0
        buf[0] = (char)(0xc0 + (c >> 6));
2126
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2127
0
        return 2;
2128
0
    }
2129
0
    if (c < 0x10000)
2130
0
    {
2131
0
        if (buf_size < 3) return 0;
2132
0
        buf[0] = (char)(0xe0 + (c >> 12));
2133
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2134
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2135
0
        return 3;
2136
0
    }
2137
0
    if (c <= 0x10FFFF)
2138
0
    {
2139
0
        if (buf_size < 4) return 0;
2140
0
        buf[0] = (char)(0xf0 + (c >> 18));
2141
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2142
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2143
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2144
0
        return 4;
2145
0
    }
2146
    // Invalid code point, the max unicode is 0x10FFFF
2147
0
    return 0;
2148
0
}
2149
2150
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2151
0
{
2152
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2153
0
    out_buf[count] = 0;
2154
0
    return out_buf;
2155
0
}
2156
2157
// Not optimal but we very rarely use this function.
2158
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2159
0
{
2160
0
    unsigned int unused = 0;
2161
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2162
0
}
2163
2164
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2165
0
{
2166
0
    if (c < 0x80) return 1;
2167
0
    if (c < 0x800) return 2;
2168
0
    if (c < 0x10000) return 3;
2169
0
    if (c <= 0x10FFFF) return 4;
2170
0
    return 3;
2171
0
}
2172
2173
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2174
0
{
2175
0
    char* buf_p = out_buf;
2176
0
    const char* buf_end = out_buf + out_buf_size;
2177
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2178
0
    {
2179
0
        unsigned int c = (unsigned int)(*in_text++);
2180
0
        if (c < 0x80)
2181
0
            *buf_p++ = (char)c;
2182
0
        else
2183
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2184
0
    }
2185
0
    *buf_p = 0;
2186
0
    return (int)(buf_p - out_buf);
2187
0
}
2188
2189
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2190
0
{
2191
0
    int bytes_count = 0;
2192
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2193
0
    {
2194
0
        unsigned int c = (unsigned int)(*in_text++);
2195
0
        if (c < 0x80)
2196
0
            bytes_count++;
2197
0
        else
2198
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2199
0
    }
2200
0
    return bytes_count;
2201
0
}
2202
2203
//-----------------------------------------------------------------------------
2204
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2205
// Note: The Convert functions are early design which are not consistent with other API.
2206
//-----------------------------------------------------------------------------
2207
2208
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2209
0
{
2210
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2211
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2212
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2213
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2214
0
    return IM_COL32(r, g, b, 0xFF);
2215
0
}
2216
2217
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2218
0
{
2219
0
    float s = 1.0f / 255.0f;
2220
0
    return ImVec4(
2221
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2222
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2223
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2224
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2225
0
}
2226
2227
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2228
0
{
2229
0
    ImU32 out;
2230
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2231
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2232
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2233
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2234
0
    return out;
2235
0
}
2236
2237
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2238
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2239
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2240
0
{
2241
0
    float K = 0.f;
2242
0
    if (g < b)
2243
0
    {
2244
0
        ImSwap(g, b);
2245
0
        K = -1.f;
2246
0
    }
2247
0
    if (r < g)
2248
0
    {
2249
0
        ImSwap(r, g);
2250
0
        K = -2.f / 6.f - K;
2251
0
    }
2252
2253
0
    const float chroma = r - (g < b ? g : b);
2254
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2255
0
    out_s = chroma / (r + 1e-20f);
2256
0
    out_v = r;
2257
0
}
2258
2259
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2260
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2261
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2262
0
{
2263
0
    if (s == 0.0f)
2264
0
    {
2265
        // gray
2266
0
        out_r = out_g = out_b = v;
2267
0
        return;
2268
0
    }
2269
2270
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2271
0
    int   i = (int)h;
2272
0
    float f = h - (float)i;
2273
0
    float p = v * (1.0f - s);
2274
0
    float q = v * (1.0f - s * f);
2275
0
    float t = v * (1.0f - s * (1.0f - f));
2276
2277
0
    switch (i)
2278
0
    {
2279
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2280
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2281
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2282
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2283
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2284
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2285
0
    }
2286
0
}
2287
2288
//-----------------------------------------------------------------------------
2289
// [SECTION] ImGuiStorage
2290
// Helper: Key->value storage
2291
//-----------------------------------------------------------------------------
2292
2293
// std::lower_bound but without the bullshit
2294
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2295
0
{
2296
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2297
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2298
0
    size_t count = (size_t)(last - first);
2299
0
    while (count > 0)
2300
0
    {
2301
0
        size_t count2 = count >> 1;
2302
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2303
0
        if (mid->key < key)
2304
0
        {
2305
0
            first = ++mid;
2306
0
            count -= count2 + 1;
2307
0
        }
2308
0
        else
2309
0
        {
2310
0
            count = count2;
2311
0
        }
2312
0
    }
2313
0
    return first;
2314
0
}
2315
2316
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2317
void ImGuiStorage::BuildSortByKey()
2318
0
{
2319
0
    struct StaticFunc
2320
0
    {
2321
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2322
0
        {
2323
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2324
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2325
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2326
0
            return 0;
2327
0
        }
2328
0
    };
2329
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2330
0
}
2331
2332
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2333
0
{
2334
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2335
0
    if (it == Data.end() || it->key != key)
2336
0
        return default_val;
2337
0
    return it->val_i;
2338
0
}
2339
2340
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2341
0
{
2342
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2343
0
}
2344
2345
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2346
0
{
2347
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2348
0
    if (it == Data.end() || it->key != key)
2349
0
        return default_val;
2350
0
    return it->val_f;
2351
0
}
2352
2353
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2354
0
{
2355
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2356
0
    if (it == Data.end() || it->key != key)
2357
0
        return NULL;
2358
0
    return it->val_p;
2359
0
}
2360
2361
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2362
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2363
0
{
2364
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2365
0
    if (it == Data.end() || it->key != key)
2366
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2367
0
    return &it->val_i;
2368
0
}
2369
2370
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2371
0
{
2372
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2373
0
}
2374
2375
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2376
0
{
2377
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2378
0
    if (it == Data.end() || it->key != key)
2379
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2380
0
    return &it->val_f;
2381
0
}
2382
2383
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2384
0
{
2385
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2386
0
    if (it == Data.end() || it->key != key)
2387
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2388
0
    return &it->val_p;
2389
0
}
2390
2391
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2392
void ImGuiStorage::SetInt(ImGuiID key, int val)
2393
0
{
2394
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2395
0
    if (it == Data.end() || it->key != key)
2396
0
    {
2397
0
        Data.insert(it, ImGuiStoragePair(key, val));
2398
0
        return;
2399
0
    }
2400
0
    it->val_i = val;
2401
0
}
2402
2403
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2404
0
{
2405
0
    SetInt(key, val ? 1 : 0);
2406
0
}
2407
2408
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2409
0
{
2410
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2411
0
    if (it == Data.end() || it->key != key)
2412
0
    {
2413
0
        Data.insert(it, ImGuiStoragePair(key, val));
2414
0
        return;
2415
0
    }
2416
0
    it->val_f = val;
2417
0
}
2418
2419
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2420
0
{
2421
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2422
0
    if (it == Data.end() || it->key != key)
2423
0
    {
2424
0
        Data.insert(it, ImGuiStoragePair(key, val));
2425
0
        return;
2426
0
    }
2427
0
    it->val_p = val;
2428
0
}
2429
2430
void ImGuiStorage::SetAllInt(int v)
2431
0
{
2432
0
    for (int i = 0; i < Data.Size; i++)
2433
0
        Data[i].val_i = v;
2434
0
}
2435
2436
//-----------------------------------------------------------------------------
2437
// [SECTION] ImGuiTextFilter
2438
//-----------------------------------------------------------------------------
2439
2440
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2441
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2442
0
{
2443
0
    InputBuf[0] = 0;
2444
0
    CountGrep = 0;
2445
0
    if (default_filter)
2446
0
    {
2447
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2448
0
        Build();
2449
0
    }
2450
0
}
2451
2452
bool ImGuiTextFilter::Draw(const char* label, float width)
2453
0
{
2454
0
    if (width != 0.0f)
2455
0
        ImGui::SetNextItemWidth(width);
2456
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2457
0
    if (value_changed)
2458
0
        Build();
2459
0
    return value_changed;
2460
0
}
2461
2462
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2463
0
{
2464
0
    out->resize(0);
2465
0
    const char* wb = b;
2466
0
    const char* we = wb;
2467
0
    while (we < e)
2468
0
    {
2469
0
        if (*we == separator)
2470
0
        {
2471
0
            out->push_back(ImGuiTextRange(wb, we));
2472
0
            wb = we + 1;
2473
0
        }
2474
0
        we++;
2475
0
    }
2476
0
    if (wb != we)
2477
0
        out->push_back(ImGuiTextRange(wb, we));
2478
0
}
2479
2480
void ImGuiTextFilter::Build()
2481
0
{
2482
0
    Filters.resize(0);
2483
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2484
0
    input_range.split(',', &Filters);
2485
2486
0
    CountGrep = 0;
2487
0
    for (int i = 0; i != Filters.Size; i++)
2488
0
    {
2489
0
        ImGuiTextRange& f = Filters[i];
2490
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2491
0
            f.b++;
2492
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2493
0
            f.e--;
2494
0
        if (f.empty())
2495
0
            continue;
2496
0
        if (Filters[i].b[0] != '-')
2497
0
            CountGrep += 1;
2498
0
    }
2499
0
}
2500
2501
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2502
0
{
2503
0
    if (Filters.empty())
2504
0
        return true;
2505
2506
0
    if (text == NULL)
2507
0
        text = "";
2508
2509
0
    for (int i = 0; i != Filters.Size; i++)
2510
0
    {
2511
0
        const ImGuiTextRange& f = Filters[i];
2512
0
        if (f.empty())
2513
0
            continue;
2514
0
        if (f.b[0] == '-')
2515
0
        {
2516
            // Subtract
2517
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2518
0
                return false;
2519
0
        }
2520
0
        else
2521
0
        {
2522
            // Grep
2523
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2524
0
                return true;
2525
0
        }
2526
0
    }
2527
2528
    // Implicit * grep
2529
0
    if (CountGrep == 0)
2530
0
        return true;
2531
2532
0
    return false;
2533
0
}
2534
2535
//-----------------------------------------------------------------------------
2536
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2537
//-----------------------------------------------------------------------------
2538
2539
// On some platform vsnprintf() takes va_list by reference and modifies it.
2540
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2541
#ifndef va_copy
2542
#if defined(__GNUC__) || defined(__clang__)
2543
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2544
#else
2545
#define va_copy(dest, src) (dest = src)
2546
#endif
2547
#endif
2548
2549
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2550
2551
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2552
0
{
2553
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2554
2555
    // Add zero-terminator the first time
2556
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2557
0
    const int needed_sz = write_off + len;
2558
0
    if (write_off + len >= Buf.Capacity)
2559
0
    {
2560
0
        int new_capacity = Buf.Capacity * 2;
2561
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2562
0
    }
2563
2564
0
    Buf.resize(needed_sz);
2565
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2566
0
    Buf[write_off - 1 + len] = 0;
2567
0
}
2568
2569
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2570
0
{
2571
0
    va_list args;
2572
0
    va_start(args, fmt);
2573
0
    appendfv(fmt, args);
2574
0
    va_end(args);
2575
0
}
2576
2577
// Helper: Text buffer for logging/accumulating text
2578
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2579
0
{
2580
0
    va_list args_copy;
2581
0
    va_copy(args_copy, args);
2582
2583
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2584
0
    if (len <= 0)
2585
0
    {
2586
0
        va_end(args_copy);
2587
0
        return;
2588
0
    }
2589
2590
    // Add zero-terminator the first time
2591
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2592
0
    const int needed_sz = write_off + len;
2593
0
    if (write_off + len >= Buf.Capacity)
2594
0
    {
2595
0
        int new_capacity = Buf.Capacity * 2;
2596
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2597
0
    }
2598
2599
0
    Buf.resize(needed_sz);
2600
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2601
0
    va_end(args_copy);
2602
0
}
2603
2604
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2605
0
{
2606
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2607
0
    if (old_size == new_size)
2608
0
        return;
2609
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2610
0
        LineOffsets.push_back(EndOffset);
2611
0
    const char* base_end = base + new_size;
2612
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2613
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2614
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2615
0
    EndOffset = ImMax(EndOffset, new_size);
2616
0
}
2617
2618
//-----------------------------------------------------------------------------
2619
// [SECTION] ImGuiListClipper
2620
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
2621
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
2622
//-----------------------------------------------------------------------------
2623
2624
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2625
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2626
static bool GetSkipItemForListClipping()
2627
0
{
2628
0
    ImGuiContext& g = *GImGui;
2629
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2630
0
}
2631
2632
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2633
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2634
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2635
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2636
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2637
{
2638
    ImGuiContext& g = *GImGui;
2639
    ImGuiWindow* window = g.CurrentWindow;
2640
    if (g.LogEnabled)
2641
    {
2642
        // If logging is active, do not perform any clipping
2643
        *out_items_display_start = 0;
2644
        *out_items_display_end = items_count;
2645
        return;
2646
    }
2647
    if (GetSkipItemForListClipping())
2648
    {
2649
        *out_items_display_start = *out_items_display_end = 0;
2650
        return;
2651
    }
2652
2653
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2654
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2655
    ImRect rect = window->ClipRect;
2656
    if (g.NavMoveScoringItems)
2657
        rect.Add(g.NavScoringNoClipRect);
2658
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2659
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2660
2661
    const ImVec2 pos = window->DC.CursorPos;
2662
    int start = (int)((rect.Min.y - pos.y) / items_height);
2663
    int end = (int)((rect.Max.y - pos.y) / items_height);
2664
2665
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2666
    // FIXME: Verify this works with tabbing
2667
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2668
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2669
        start--;
2670
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2671
        end++;
2672
2673
    start = ImClamp(start, 0, items_count);
2674
    end = ImClamp(end + 1, start, items_count);
2675
    *out_items_display_start = start;
2676
    *out_items_display_end = end;
2677
}
2678
#endif
2679
2680
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2681
0
{
2682
0
    if (ranges.Size - offset <= 1)
2683
0
        return;
2684
2685
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2686
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2687
0
        for (int i = offset; i < sort_end + offset; ++i)
2688
0
            if (ranges[i].Min > ranges[i + 1].Min)
2689
0
                ImSwap(ranges[i], ranges[i + 1]);
2690
2691
    // Now fuse ranges together as much as possible.
2692
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2693
0
    {
2694
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2695
0
        if (ranges[i - 1].Max < ranges[i].Min)
2696
0
            continue;
2697
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2698
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2699
0
        ranges.erase(ranges.Data + i);
2700
0
        i--;
2701
0
    }
2702
0
}
2703
2704
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2705
0
{
2706
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2707
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2708
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2709
0
    ImGuiContext& g = *GImGui;
2710
0
    ImGuiWindow* window = g.CurrentWindow;
2711
0
    float off_y = pos_y - window->DC.CursorPos.y;
2712
0
    window->DC.CursorPos.y = pos_y;
2713
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2714
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2715
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2716
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2717
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2718
0
    if (ImGuiTable* table = g.CurrentTable)
2719
0
    {
2720
0
        if (table->IsInsideRow)
2721
0
            ImGui::TableEndRow(table);
2722
0
        table->RowPosY2 = window->DC.CursorPos.y;
2723
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2724
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2725
0
        table->RowBgColorCounter += row_increase;
2726
0
    }
2727
0
}
2728
2729
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2730
0
{
2731
    // StartPosY starts from ItemsFrozen hence the subtraction
2732
    // Perform the add and multiply with double to allow seeking through larger ranges
2733
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2734
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2735
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2736
0
}
2737
2738
ImGuiListClipper::ImGuiListClipper()
2739
0
{
2740
0
    memset(this, 0, sizeof(*this));
2741
0
    ItemsCount = -1;
2742
0
}
2743
2744
ImGuiListClipper::~ImGuiListClipper()
2745
0
{
2746
0
    End();
2747
0
}
2748
2749
void ImGuiListClipper::Begin(int items_count, float items_height)
2750
0
{
2751
0
    ImGuiContext& g = *GImGui;
2752
0
    ImGuiWindow* window = g.CurrentWindow;
2753
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2754
2755
0
    if (ImGuiTable* table = g.CurrentTable)
2756
0
        if (table->IsInsideRow)
2757
0
            ImGui::TableEndRow(table);
2758
2759
0
    StartPosY = window->DC.CursorPos.y;
2760
0
    ItemsHeight = items_height;
2761
0
    ItemsCount = items_count;
2762
0
    DisplayStart = -1;
2763
0
    DisplayEnd = 0;
2764
2765
    // Acquire temporary buffer
2766
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2767
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2768
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2769
0
    data->Reset(this);
2770
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2771
0
    TempData = data;
2772
0
}
2773
2774
void ImGuiListClipper::End()
2775
0
{
2776
0
    ImGuiContext& g = *GImGui;
2777
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2778
0
    {
2779
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2780
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2781
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2782
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2783
2784
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2785
0
        IM_ASSERT(data->ListClipper == this);
2786
0
        data->StepNo = data->Ranges.Size;
2787
0
        if (--g.ClipperTempDataStacked > 0)
2788
0
        {
2789
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2790
0
            data->ListClipper->TempData = data;
2791
0
        }
2792
0
        TempData = NULL;
2793
0
    }
2794
0
    ItemsCount = -1;
2795
0
}
2796
2797
void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)
2798
0
{
2799
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2800
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2801
0
    IM_ASSERT(item_min <= item_max);
2802
0
    if (item_min < item_max)
2803
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));
2804
0
}
2805
2806
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2807
0
{
2808
0
    ImGuiContext& g = *GImGui;
2809
0
    ImGuiWindow* window = g.CurrentWindow;
2810
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2811
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2812
2813
0
    ImGuiTable* table = g.CurrentTable;
2814
0
    if (table && table->IsInsideRow)
2815
0
        ImGui::TableEndRow(table);
2816
2817
    // No items
2818
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2819
0
        return false;
2820
2821
    // While we are in frozen row state, keep displaying items one by one, unclipped
2822
    // FIXME: Could be stored as a table-agnostic state.
2823
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2824
0
    {
2825
0
        clipper->DisplayStart = data->ItemsFrozen;
2826
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2827
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2828
0
            data->ItemsFrozen++;
2829
0
        return true;
2830
0
    }
2831
2832
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2833
0
    bool calc_clipping = false;
2834
0
    if (data->StepNo == 0)
2835
0
    {
2836
0
        clipper->StartPosY = window->DC.CursorPos.y;
2837
0
        if (clipper->ItemsHeight <= 0.0f)
2838
0
        {
2839
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2840
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2841
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2842
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2843
0
            data->StepNo = 1;
2844
0
            return true;
2845
0
        }
2846
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2847
0
    }
2848
2849
    // Step 1: Let the clipper infer height from first range
2850
0
    if (clipper->ItemsHeight <= 0.0f)
2851
0
    {
2852
0
        IM_ASSERT(data->StepNo == 1);
2853
0
        if (table)
2854
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2855
2856
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2857
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2858
0
        if (affected_by_floating_point_precision)
2859
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2860
2861
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2862
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2863
0
    }
2864
2865
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2866
0
    const int already_submitted = clipper->DisplayEnd;
2867
0
    if (calc_clipping)
2868
0
    {
2869
0
        if (g.LogEnabled)
2870
0
        {
2871
            // If logging is active, do not perform any clipping
2872
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2873
0
        }
2874
0
        else
2875
0
        {
2876
            // Add range selected to be included for navigation
2877
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2878
0
            if (is_nav_request)
2879
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
2880
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
2881
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
2882
2883
            // Add focused/active item
2884
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
2885
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
2886
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
2887
2888
            // Add visible range
2889
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
2890
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
2891
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
2892
0
        }
2893
2894
        // Convert position ranges to item index ranges
2895
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
2896
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
2897
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
2898
0
        for (int i = 0; i < data->Ranges.Size; i++)
2899
0
            if (data->Ranges[i].PosToIndexConvert)
2900
0
            {
2901
0
                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
2902
0
                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
2903
0
                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
2904
0
                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
2905
0
                data->Ranges[i].PosToIndexConvert = false;
2906
0
            }
2907
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
2908
0
    }
2909
2910
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
2911
0
    if (data->StepNo < data->Ranges.Size)
2912
0
    {
2913
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
2914
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
2915
0
        if (clipper->DisplayStart > already_submitted) //-V1051
2916
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
2917
0
        data->StepNo++;
2918
0
        return true;
2919
0
    }
2920
2921
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
2922
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
2923
0
    if (clipper->ItemsCount < INT_MAX)
2924
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
2925
2926
0
    return false;
2927
0
}
2928
2929
bool ImGuiListClipper::Step()
2930
0
{
2931
0
    ImGuiContext& g = *GImGui;
2932
0
    bool need_items_height = (ItemsHeight <= 0.0f);
2933
0
    bool ret = ImGuiListClipper_StepInternal(this);
2934
0
    if (ret && (DisplayStart == DisplayEnd))
2935
0
        ret = false;
2936
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
2937
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
2938
0
    if (need_items_height && ItemsHeight > 0.0f)
2939
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
2940
0
    if (ret)
2941
0
    {
2942
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
2943
0
    }
2944
0
    else
2945
0
    {
2946
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
2947
0
        End();
2948
0
    }
2949
0
    return ret;
2950
0
}
2951
2952
//-----------------------------------------------------------------------------
2953
// [SECTION] STYLING
2954
//-----------------------------------------------------------------------------
2955
2956
ImGuiStyle& ImGui::GetStyle()
2957
0
{
2958
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
2959
0
    return GImGui->Style;
2960
0
}
2961
2962
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
2963
0
{
2964
0
    ImGuiStyle& style = GImGui->Style;
2965
0
    ImVec4 c = style.Colors[idx];
2966
0
    c.w *= style.Alpha * alpha_mul;
2967
0
    return ColorConvertFloat4ToU32(c);
2968
0
}
2969
2970
ImU32 ImGui::GetColorU32(const ImVec4& col)
2971
0
{
2972
0
    ImGuiStyle& style = GImGui->Style;
2973
0
    ImVec4 c = col;
2974
0
    c.w *= style.Alpha;
2975
0
    return ColorConvertFloat4ToU32(c);
2976
0
}
2977
2978
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
2979
0
{
2980
0
    ImGuiStyle& style = GImGui->Style;
2981
0
    return style.Colors[idx];
2982
0
}
2983
2984
ImU32 ImGui::GetColorU32(ImU32 col)
2985
0
{
2986
0
    ImGuiStyle& style = GImGui->Style;
2987
0
    if (style.Alpha >= 1.0f)
2988
0
        return col;
2989
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
2990
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
2991
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
2992
0
}
2993
2994
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
2995
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
2996
0
{
2997
0
    ImGuiContext& g = *GImGui;
2998
0
    ImGuiColorMod backup;
2999
0
    backup.Col = idx;
3000
0
    backup.BackupValue = g.Style.Colors[idx];
3001
0
    g.ColorStack.push_back(backup);
3002
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3003
0
}
3004
3005
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3006
0
{
3007
0
    ImGuiContext& g = *GImGui;
3008
0
    ImGuiColorMod backup;
3009
0
    backup.Col = idx;
3010
0
    backup.BackupValue = g.Style.Colors[idx];
3011
0
    g.ColorStack.push_back(backup);
3012
0
    g.Style.Colors[idx] = col;
3013
0
}
3014
3015
void ImGui::PopStyleColor(int count)
3016
0
{
3017
0
    ImGuiContext& g = *GImGui;
3018
0
    if (g.ColorStack.Size < count)
3019
0
    {
3020
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3021
0
        count = g.ColorStack.Size;
3022
0
    }
3023
0
    while (count > 0)
3024
0
    {
3025
0
        ImGuiColorMod& backup = g.ColorStack.back();
3026
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3027
0
        g.ColorStack.pop_back();
3028
0
        count--;
3029
0
    }
3030
0
}
3031
3032
struct ImGuiStyleVarInfo
3033
{
3034
    ImGuiDataType   Type;
3035
    ImU32           Count;
3036
    ImU32           Offset;
3037
0
    void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
3038
};
3039
3040
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3041
{
3042
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3043
};
3044
3045
static const ImGuiStyleVarInfo GStyleVarInfo[] =
3046
{
3047
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3048
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3049
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3050
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3051
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3052
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3053
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3054
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3055
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3056
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3057
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3058
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3059
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3060
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3061
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3062
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3063
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3064
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3065
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3066
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3067
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3068
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3069
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3070
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3071
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3072
};
3073
3074
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
3075
0
{
3076
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3077
0
    IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3078
0
    return &GStyleVarInfo[idx];
3079
0
}
3080
3081
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3082
0
{
3083
0
    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
3084
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3085
0
    {
3086
0
        ImGuiContext& g = *GImGui;
3087
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3088
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3089
0
        *pvar = val;
3090
0
        return;
3091
0
    }
3092
0
    IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!");
3093
0
}
3094
3095
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3096
0
{
3097
0
    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
3098
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3099
0
    {
3100
0
        ImGuiContext& g = *GImGui;
3101
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3102
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3103
0
        *pvar = val;
3104
0
        return;
3105
0
    }
3106
0
    IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!");
3107
0
}
3108
3109
void ImGui::PopStyleVar(int count)
3110
0
{
3111
0
    ImGuiContext& g = *GImGui;
3112
0
    if (g.StyleVarStack.Size < count)
3113
0
    {
3114
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3115
0
        count = g.StyleVarStack.Size;
3116
0
    }
3117
0
    while (count > 0)
3118
0
    {
3119
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3120
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3121
0
        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3122
0
        void* data = info->GetVarPtr(&g.Style);
3123
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3124
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3125
0
        g.StyleVarStack.pop_back();
3126
0
        count--;
3127
0
    }
3128
0
}
3129
3130
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3131
0
{
3132
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3133
0
    switch (idx)
3134
0
    {
3135
0
    case ImGuiCol_Text: return "Text";
3136
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3137
0
    case ImGuiCol_WindowBg: return "WindowBg";
3138
0
    case ImGuiCol_ChildBg: return "ChildBg";
3139
0
    case ImGuiCol_PopupBg: return "PopupBg";
3140
0
    case ImGuiCol_Border: return "Border";
3141
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3142
0
    case ImGuiCol_FrameBg: return "FrameBg";
3143
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3144
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3145
0
    case ImGuiCol_TitleBg: return "TitleBg";
3146
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3147
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3148
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3149
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3150
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3151
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3152
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3153
0
    case ImGuiCol_CheckMark: return "CheckMark";
3154
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3155
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3156
0
    case ImGuiCol_Button: return "Button";
3157
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3158
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3159
0
    case ImGuiCol_Header: return "Header";
3160
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3161
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3162
0
    case ImGuiCol_Separator: return "Separator";
3163
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3164
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3165
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3166
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3167
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3168
0
    case ImGuiCol_Tab: return "Tab";
3169
0
    case ImGuiCol_TabHovered: return "TabHovered";
3170
0
    case ImGuiCol_TabActive: return "TabActive";
3171
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3172
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3173
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3174
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3175
0
    case ImGuiCol_PlotLines: return "PlotLines";
3176
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3177
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3178
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3179
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3180
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3181
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3182
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3183
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3184
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3185
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3186
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3187
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3188
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3189
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3190
0
    }
3191
0
    IM_ASSERT(0);
3192
0
    return "Unknown";
3193
0
}
3194
3195
3196
//-----------------------------------------------------------------------------
3197
// [SECTION] RENDER HELPERS
3198
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3199
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3200
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3201
//-----------------------------------------------------------------------------
3202
3203
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3204
0
{
3205
0
    const char* text_display_end = text;
3206
0
    if (!text_end)
3207
0
        text_end = (const char*)-1;
3208
3209
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3210
0
        text_display_end++;
3211
0
    return text_display_end;
3212
0
}
3213
3214
// Internal ImGui functions to render text
3215
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3216
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3217
0
{
3218
0
    ImGuiContext& g = *GImGui;
3219
0
    ImGuiWindow* window = g.CurrentWindow;
3220
3221
    // Hide anything after a '##' string
3222
0
    const char* text_display_end;
3223
0
    if (hide_text_after_hash)
3224
0
    {
3225
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3226
0
    }
3227
0
    else
3228
0
    {
3229
0
        if (!text_end)
3230
0
            text_end = text + strlen(text); // FIXME-OPT
3231
0
        text_display_end = text_end;
3232
0
    }
3233
3234
0
    if (text != text_display_end)
3235
0
    {
3236
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3237
0
        if (g.LogEnabled)
3238
0
            LogRenderedText(&pos, text, text_display_end);
3239
0
    }
3240
0
}
3241
3242
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3243
0
{
3244
0
    ImGuiContext& g = *GImGui;
3245
0
    ImGuiWindow* window = g.CurrentWindow;
3246
3247
0
    if (!text_end)
3248
0
        text_end = text + strlen(text); // FIXME-OPT
3249
3250
0
    if (text != text_end)
3251
0
    {
3252
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3253
0
        if (g.LogEnabled)
3254
0
            LogRenderedText(&pos, text, text_end);
3255
0
    }
3256
0
}
3257
3258
// Default clip_rect uses (pos_min,pos_max)
3259
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3260
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3261
0
{
3262
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3263
0
    ImVec2 pos = pos_min;
3264
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3265
3266
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3267
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3268
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3269
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3270
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3271
3272
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3273
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3274
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3275
3276
    // Render
3277
0
    if (need_clipping)
3278
0
    {
3279
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3280
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3281
0
    }
3282
0
    else
3283
0
    {
3284
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3285
0
    }
3286
0
}
3287
3288
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3289
0
{
3290
    // Hide anything after a '##' string
3291
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3292
0
    const int text_len = (int)(text_display_end - text);
3293
0
    if (text_len == 0)
3294
0
        return;
3295
3296
0
    ImGuiContext& g = *GImGui;
3297
0
    ImGuiWindow* window = g.CurrentWindow;
3298
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3299
0
    if (g.LogEnabled)
3300
0
        LogRenderedText(&pos_min, text, text_display_end);
3301
0
}
3302
3303
3304
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3305
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3306
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3307
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3308
0
{
3309
0
    ImGuiContext& g = *GImGui;
3310
0
    if (text_end_full == NULL)
3311
0
        text_end_full = FindRenderedTextEnd(text);
3312
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3313
3314
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3315
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3316
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3317
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3318
0
    if (text_size.x > pos_max.x - pos_min.x)
3319
0
    {
3320
        // Hello wo...
3321
        // |       |   |
3322
        // min   max   ellipsis_max
3323
        //          <-> this is generally some padding value
3324
3325
0
        const ImFont* font = draw_list->_Data->Font;
3326
0
        const float font_size = draw_list->_Data->FontSize;
3327
0
        const char* text_end_ellipsis = NULL;
3328
3329
0
        ImWchar ellipsis_char = font->EllipsisChar;
3330
0
        int ellipsis_char_count = 1;
3331
0
        if (ellipsis_char == (ImWchar)-1)
3332
0
        {
3333
0
            ellipsis_char = font->DotChar;
3334
0
            ellipsis_char_count = 3;
3335
0
        }
3336
0
        const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);
3337
3338
0
        float ellipsis_glyph_width = glyph->X1;                 // Width of the glyph with no padding on either side
3339
0
        float ellipsis_total_width = ellipsis_glyph_width;      // Full width of entire ellipsis
3340
3341
0
        if (ellipsis_char_count > 1)
3342
0
        {
3343
            // Full ellipsis size without free spacing after it.
3344
0
            const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize);
3345
0
            ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;
3346
0
            ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;
3347
0
        }
3348
3349
        // We can now claim the space between pos_max.x and ellipsis_max.x
3350
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);
3351
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3352
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3353
0
        {
3354
            // Always display at least 1 character if there's no room for character + ellipsis
3355
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3356
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3357
0
        }
3358
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3359
0
        {
3360
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3361
0
            text_end_ellipsis--;
3362
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3363
0
        }
3364
3365
        // Render text, render ellipsis
3366
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3367
0
        float ellipsis_x = pos_min.x + text_size_clipped_x;
3368
0
        if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x)
3369
0
            for (int i = 0; i < ellipsis_char_count; i++)
3370
0
            {
3371
0
                font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char);
3372
0
                ellipsis_x += ellipsis_glyph_width;
3373
0
            }
3374
0
    }
3375
0
    else
3376
0
    {
3377
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3378
0
    }
3379
3380
0
    if (g.LogEnabled)
3381
0
        LogRenderedText(&pos_min, text, text_end_full);
3382
0
}
3383
3384
// Render a rectangle shaped with optional rounding and borders
3385
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3386
0
{
3387
0
    ImGuiContext& g = *GImGui;
3388
0
    ImGuiWindow* window = g.CurrentWindow;
3389
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3390
0
    const float border_size = g.Style.FrameBorderSize;
3391
0
    if (border && border_size > 0.0f)
3392
0
    {
3393
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3394
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3395
0
    }
3396
0
}
3397
3398
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3399
0
{
3400
0
    ImGuiContext& g = *GImGui;
3401
0
    ImGuiWindow* window = g.CurrentWindow;
3402
0
    const float border_size = g.Style.FrameBorderSize;
3403
0
    if (border_size > 0.0f)
3404
0
    {
3405
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3406
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3407
0
    }
3408
0
}
3409
3410
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3411
0
{
3412
0
    ImGuiContext& g = *GImGui;
3413
0
    if (id != g.NavId)
3414
0
        return;
3415
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3416
0
        return;
3417
0
    ImGuiWindow* window = g.CurrentWindow;
3418
0
    if (window->DC.NavHideHighlightOneFrame)
3419
0
        return;
3420
3421
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3422
0
    ImRect display_rect = bb;
3423
0
    display_rect.ClipWith(window->ClipRect);
3424
0
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3425
0
    {
3426
0
        const float THICKNESS = 2.0f;
3427
0
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3428
0
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3429
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3430
0
        if (!fully_visible)
3431
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3432
0
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3433
0
        if (!fully_visible)
3434
0
            window->DrawList->PopClipRect();
3435
0
    }
3436
0
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3437
0
    {
3438
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3439
0
    }
3440
0
}
3441
3442
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3443
0
{
3444
0
    ImGuiContext& g = *GImGui;
3445
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3446
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3447
0
    for (int n = 0; n < g.Viewports.Size; n++)
3448
0
    {
3449
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3450
0
        ImVec2 offset, size, uv[4];
3451
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3452
0
            continue;
3453
0
        ImGuiViewportP* viewport = g.Viewports[n];
3454
0
        const ImVec2 pos = base_pos - offset;
3455
0
        const float scale = base_scale * viewport->DpiScale;
3456
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3457
0
            continue;
3458
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3459
0
        ImTextureID tex_id = font_atlas->TexID;
3460
0
        draw_list->PushTextureID(tex_id);
3461
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3462
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3463
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3464
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3465
0
        draw_list->PopTextureID();
3466
0
    }
3467
0
}
3468
3469
//-----------------------------------------------------------------------------
3470
// [SECTION] INITIALIZATION, SHUTDOWN
3471
//-----------------------------------------------------------------------------
3472
3473
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3474
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3475
ImGuiContext* ImGui::GetCurrentContext()
3476
0
{
3477
0
    return GImGui;
3478
0
}
3479
3480
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3481
0
{
3482
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3483
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3484
#else
3485
0
    GImGui = ctx;
3486
0
#endif
3487
0
}
3488
3489
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3490
0
{
3491
0
    GImAllocatorAllocFunc = alloc_func;
3492
0
    GImAllocatorFreeFunc = free_func;
3493
0
    GImAllocatorUserData = user_data;
3494
0
}
3495
3496
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3497
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3498
0
{
3499
0
    *p_alloc_func = GImAllocatorAllocFunc;
3500
0
    *p_free_func = GImAllocatorFreeFunc;
3501
0
    *p_user_data = GImAllocatorUserData;
3502
0
}
3503
3504
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3505
0
{
3506
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3507
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3508
0
    SetCurrentContext(ctx);
3509
0
    Initialize();
3510
0
    if (prev_ctx != NULL)
3511
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3512
0
    return ctx;
3513
0
}
3514
3515
void ImGui::DestroyContext(ImGuiContext* ctx)
3516
0
{
3517
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3518
0
    if (ctx == NULL) //-V1051
3519
0
        ctx = prev_ctx;
3520
0
    SetCurrentContext(ctx);
3521
0
    Shutdown();
3522
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3523
0
    IM_DELETE(ctx);
3524
0
}
3525
3526
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3527
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3528
{
3529
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3530
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3531
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3532
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3533
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3534
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3535
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3536
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3537
};
3538
3539
void ImGui::Initialize()
3540
0
{
3541
0
    ImGuiContext& g = *GImGui;
3542
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3543
3544
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3545
0
    {
3546
0
        ImGuiSettingsHandler ini_handler;
3547
0
        ini_handler.TypeName = "Window";
3548
0
        ini_handler.TypeHash = ImHashStr("Window");
3549
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3550
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3551
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3552
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3553
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3554
0
        AddSettingsHandler(&ini_handler);
3555
0
    }
3556
0
    TableSettingsAddSettingsHandler();
3557
3558
    // Setup default localization table
3559
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3560
3561
    // Create default viewport
3562
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3563
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3564
0
    viewport->Idx = 0;
3565
0
    viewport->PlatformWindowCreated = true;
3566
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3567
0
    g.Viewports.push_back(viewport);
3568
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3569
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3570
3571
0
#ifdef IMGUI_HAS_DOCK
3572
    // Initialize Docking
3573
0
    DockContextInitialize(&g);
3574
0
#endif
3575
3576
0
    g.Initialized = true;
3577
0
}
3578
3579
// This function is merely here to free heap allocations.
3580
void ImGui::Shutdown()
3581
0
{
3582
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3583
0
    ImGuiContext& g = *GImGui;
3584
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3585
0
    {
3586
0
        g.IO.Fonts->Locked = false;
3587
0
        IM_DELETE(g.IO.Fonts);
3588
0
    }
3589
0
    g.IO.Fonts = NULL;
3590
0
    g.DrawListSharedData.TempBuffer.clear();
3591
3592
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3593
0
    if (!g.Initialized)
3594
0
        return;
3595
3596
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3597
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3598
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3599
3600
    // Destroy platform windows
3601
0
    DestroyPlatformWindows();
3602
3603
    // Shutdown extensions
3604
0
    DockContextShutdown(&g);
3605
3606
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3607
3608
    // Clear everything else
3609
0
    g.Windows.clear_delete();
3610
0
    g.WindowsFocusOrder.clear();
3611
0
    g.WindowsTempSortBuffer.clear();
3612
0
    g.CurrentWindow = NULL;
3613
0
    g.CurrentWindowStack.clear();
3614
0
    g.WindowsById.Clear();
3615
0
    g.NavWindow = NULL;
3616
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3617
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3618
0
    g.MovingWindow = NULL;
3619
3620
0
    g.KeysRoutingTable.Clear();
3621
3622
0
    g.ColorStack.clear();
3623
0
    g.StyleVarStack.clear();
3624
0
    g.FontStack.clear();
3625
0
    g.OpenPopupStack.clear();
3626
0
    g.BeginPopupStack.clear();
3627
3628
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3629
0
    g.Viewports.clear_delete();
3630
3631
0
    g.TabBars.Clear();
3632
0
    g.CurrentTabBarStack.clear();
3633
0
    g.ShrinkWidthBuffer.clear();
3634
3635
0
    g.ClipperTempData.clear_destruct();
3636
3637
0
    g.Tables.Clear();
3638
0
    g.TablesTempData.clear_destruct();
3639
0
    g.DrawChannelsTempMergeBuffer.clear();
3640
3641
0
    g.ClipboardHandlerData.clear();
3642
0
    g.MenusIdSubmittedThisFrame.clear();
3643
0
    g.InputTextState.ClearFreeMemory();
3644
3645
0
    g.SettingsWindows.clear();
3646
0
    g.SettingsHandlers.clear();
3647
3648
0
    if (g.LogFile)
3649
0
    {
3650
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3651
0
        if (g.LogFile != stdout)
3652
0
#endif
3653
0
            ImFileClose(g.LogFile);
3654
0
        g.LogFile = NULL;
3655
0
    }
3656
0
    g.LogBuffer.clear();
3657
0
    g.DebugLogBuf.clear();
3658
0
    g.DebugLogIndex.clear();
3659
3660
0
    g.Initialized = false;
3661
0
}
3662
3663
// No specific ordering/dependency support, will see as needed
3664
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3665
0
{
3666
0
    ImGuiContext& g = *ctx;
3667
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3668
0
    g.Hooks.push_back(*hook);
3669
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3670
0
    return g.HookIdNext;
3671
0
}
3672
3673
// Deferred removal, avoiding issue with changing vector while iterating it
3674
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3675
0
{
3676
0
    ImGuiContext& g = *ctx;
3677
0
    IM_ASSERT(hook_id != 0);
3678
0
    for (int n = 0; n < g.Hooks.Size; n++)
3679
0
        if (g.Hooks[n].HookId == hook_id)
3680
0
            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
3681
0
}
3682
3683
// Call context hooks (used by e.g. test engine)
3684
// We assume a small number of hooks so all stored in same array
3685
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3686
0
{
3687
0
    ImGuiContext& g = *ctx;
3688
0
    for (int n = 0; n < g.Hooks.Size; n++)
3689
0
        if (g.Hooks[n].Type == hook_type)
3690
0
            g.Hooks[n].Callback(&g, &g.Hooks[n]);
3691
0
}
3692
3693
3694
//-----------------------------------------------------------------------------
3695
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3696
//-----------------------------------------------------------------------------
3697
3698
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3699
ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL)
3700
0
{
3701
0
    memset(this, 0, sizeof(*this));
3702
0
    Name = ImStrdup(name);
3703
0
    NameBufLen = (int)strlen(name) + 1;
3704
0
    ID = ImHashStr(name);
3705
0
    IDStack.push_back(ID);
3706
0
    ViewportAllowPlatformMonitorExtend = -1;
3707
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3708
0
    MoveId = GetID("#MOVE");
3709
0
    TabId = GetID("#TAB");
3710
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3711
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3712
0
    AutoFitFramesX = AutoFitFramesY = -1;
3713
0
    AutoPosLastDirection = ImGuiDir_None;
3714
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
3715
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3716
0
    LastFrameActive = -1;
3717
0
    LastFrameJustFocused = -1;
3718
0
    LastTimeActive = -1.0f;
3719
0
    FontWindowScale = FontDpiScale = 1.0f;
3720
0
    SettingsOffset = -1;
3721
0
    DockOrder = -1;
3722
0
    DrawList = &DrawListInst;
3723
0
    DrawList->_Data = &context->DrawListSharedData;
3724
0
    DrawList->_OwnerName = Name;
3725
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3726
0
}
3727
3728
ImGuiWindow::~ImGuiWindow()
3729
0
{
3730
0
    IM_ASSERT(DrawList == &DrawListInst);
3731
0
    IM_DELETE(Name);
3732
0
    ColumnsStorage.clear_destruct();
3733
0
}
3734
3735
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3736
0
{
3737
0
    ImGuiID seed = IDStack.back();
3738
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3739
0
    ImGuiContext& g = *GImGui;
3740
0
    if (g.DebugHookIdInfo == id)
3741
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3742
0
    return id;
3743
0
}
3744
3745
ImGuiID ImGuiWindow::GetID(const void* ptr)
3746
0
{
3747
0
    ImGuiID seed = IDStack.back();
3748
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3749
0
    ImGuiContext& g = *GImGui;
3750
0
    if (g.DebugHookIdInfo == id)
3751
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3752
0
    return id;
3753
0
}
3754
3755
ImGuiID ImGuiWindow::GetID(int n)
3756
0
{
3757
0
    ImGuiID seed = IDStack.back();
3758
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3759
0
    ImGuiContext& g = *GImGui;
3760
0
    if (g.DebugHookIdInfo == id)
3761
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3762
0
    return id;
3763
0
}
3764
3765
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3766
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3767
0
{
3768
0
    ImGuiID seed = IDStack.back();
3769
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3770
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3771
0
    return id;
3772
0
}
3773
3774
static void SetCurrentWindow(ImGuiWindow* window)
3775
0
{
3776
0
    ImGuiContext& g = *GImGui;
3777
0
    g.CurrentWindow = window;
3778
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3779
0
    if (window)
3780
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3781
0
}
3782
3783
void ImGui::GcCompactTransientMiscBuffers()
3784
0
{
3785
0
    ImGuiContext& g = *GImGui;
3786
0
    g.ItemFlagsStack.clear();
3787
0
    g.GroupStack.clear();
3788
0
    TableGcCompactSettings();
3789
0
}
3790
3791
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3792
// Not freed:
3793
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3794
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3795
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3796
0
{
3797
0
    window->MemoryCompacted = true;
3798
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3799
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3800
0
    window->IDStack.clear();
3801
0
    window->DrawList->_ClearFreeMemory();
3802
0
    window->DC.ChildWindows.clear();
3803
0
    window->DC.ItemWidthStack.clear();
3804
0
    window->DC.TextWrapPosStack.clear();
3805
0
}
3806
3807
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3808
0
{
3809
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3810
    // The other buffers tends to amortize much faster.
3811
0
    window->MemoryCompacted = false;
3812
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3813
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3814
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3815
0
}
3816
3817
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3818
0
{
3819
0
    ImGuiContext& g = *GImGui;
3820
3821
    // While most behaved code would make an effort to not steal active id during window move/drag operations,
3822
    // we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch
3823
    // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3824
0
    if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3825
0
    {
3826
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3827
0
        g.MovingWindow = NULL;
3828
0
    }
3829
3830
    // Set active id
3831
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3832
0
    if (g.ActiveIdIsJustActivated)
3833
0
    {
3834
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3835
0
        g.ActiveIdTimer = 0.0f;
3836
0
        g.ActiveIdHasBeenPressedBefore = false;
3837
0
        g.ActiveIdHasBeenEditedBefore = false;
3838
0
        g.ActiveIdMouseButton = -1;
3839
0
        if (id != 0)
3840
0
        {
3841
0
            g.LastActiveId = id;
3842
0
            g.LastActiveIdTimer = 0.0f;
3843
0
        }
3844
0
    }
3845
0
    g.ActiveId = id;
3846
0
    g.ActiveIdAllowOverlap = false;
3847
0
    g.ActiveIdNoClearOnFocusLoss = false;
3848
0
    g.ActiveIdWindow = window;
3849
0
    g.ActiveIdHasBeenEditedThisFrame = false;
3850
0
    if (id)
3851
0
    {
3852
0
        g.ActiveIdIsAlive = id;
3853
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
3854
0
    }
3855
3856
    // Clear declaration of inputs claimed by the widget
3857
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3858
0
    g.ActiveIdUsingNavDirMask = 0x00;
3859
0
    g.ActiveIdUsingAllKeyboardKeys = false;
3860
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
3861
    g.ActiveIdUsingNavInputMask = 0x00;
3862
#endif
3863
0
}
3864
3865
void ImGui::ClearActiveID()
3866
0
{
3867
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
3868
0
}
3869
3870
void ImGui::SetHoveredID(ImGuiID id)
3871
0
{
3872
0
    ImGuiContext& g = *GImGui;
3873
0
    g.HoveredId = id;
3874
0
    g.HoveredIdAllowOverlap = false;
3875
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
3876
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3877
0
}
3878
3879
ImGuiID ImGui::GetHoveredID()
3880
0
{
3881
0
    ImGuiContext& g = *GImGui;
3882
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
3883
0
}
3884
3885
// This is called by ItemAdd().
3886
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
3887
void ImGui::KeepAliveID(ImGuiID id)
3888
0
{
3889
0
    ImGuiContext& g = *GImGui;
3890
0
    if (g.ActiveId == id)
3891
0
        g.ActiveIdIsAlive = id;
3892
0
    if (g.ActiveIdPreviousFrame == id)
3893
0
        g.ActiveIdPreviousFrameIsAlive = true;
3894
0
}
3895
3896
void ImGui::MarkItemEdited(ImGuiID id)
3897
0
{
3898
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
3899
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
3900
0
    ImGuiContext& g = *GImGui;
3901
0
    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
3902
0
    IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
3903
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
3904
0
    g.ActiveIdHasBeenEditedThisFrame = true;
3905
0
    g.ActiveIdHasBeenEditedBefore = true;
3906
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
3907
0
}
3908
3909
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
3910
0
{
3911
    // An active popup disable hovering on other windows (apart from its own children)
3912
    // FIXME-OPT: This could be cached/stored within the window.
3913
0
    ImGuiContext& g = *GImGui;
3914
0
    if (g.NavWindow)
3915
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
3916
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
3917
0
            {
3918
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
3919
                // NB: The 'else' is important because Modal windows are also Popups.
3920
0
                bool want_inhibit = false;
3921
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
3922
0
                    want_inhibit = true;
3923
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
3924
0
                    want_inhibit = true;
3925
3926
                // Inhibit hover unless the window is within the stack of our modal/popup
3927
0
                if (want_inhibit)
3928
0
                    if (!ImGui::IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
3929
0
                        return false;
3930
0
            }
3931
3932
    // Filter by viewport
3933
0
    if (window->Viewport != g.MouseViewport)
3934
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
3935
0
            return false;
3936
3937
0
    return true;
3938
0
}
3939
3940
// This is roughly matching the behavior of internal-facing ItemHoverable()
3941
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
3942
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
3943
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
3944
0
{
3945
0
    ImGuiContext& g = *GImGui;
3946
0
    ImGuiWindow* window = g.CurrentWindow;
3947
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
3948
0
    {
3949
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
3950
0
            return false;
3951
0
        if (!IsItemFocused())
3952
0
            return false;
3953
0
    }
3954
0
    else
3955
0
    {
3956
        // Test for bounding box overlap, as updated as ItemAdd()
3957
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
3958
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
3959
0
            return false;
3960
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
3961
3962
        // Done with rectangle culling so we can perform heavier checks now
3963
        // Test if we are hovering the right window (our window could be behind another window)
3964
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
3965
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
3966
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
3967
        // the test that has been running for a long while.
3968
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
3969
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
3970
0
                return false;
3971
3972
        // Test if another item is active (e.g. being dragged)
3973
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
3974
0
            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap)
3975
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
3976
0
                    return false;
3977
3978
        // Test if interactions on this window are blocked by an active popup or modal.
3979
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
3980
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
3981
0
            return false;
3982
3983
        // Test if the item is disabled
3984
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
3985
0
            return false;
3986
3987
        // Special handling for calling after Begin() which represent the title bar or tab.
3988
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
3989
        // will never be overwritten so we need to detect the case.
3990
0
        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
3991
0
            return false;
3992
0
    }
3993
3994
    // Handle hover delay
3995
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
3996
0
    float delay;
3997
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
3998
0
        delay = g.IO.HoverDelayNormal;
3999
0
    else if (flags & ImGuiHoveredFlags_DelayShort)
4000
0
        delay = g.IO.HoverDelayShort;
4001
0
    else
4002
0
        delay = 0.0f;
4003
0
    if (delay > 0.0f)
4004
0
    {
4005
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4006
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))
4007
0
            g.HoverDelayTimer = 0.0f;
4008
0
        g.HoverDelayId = hover_delay_id;
4009
0
        return g.HoverDelayTimer >= delay;
4010
0
    }
4011
4012
0
    return true;
4013
0
}
4014
4015
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4016
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
4017
0
{
4018
0
    ImGuiContext& g = *GImGui;
4019
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4020
0
        return false;
4021
4022
0
    ImGuiWindow* window = g.CurrentWindow;
4023
0
    if (g.HoveredWindow != window)
4024
0
        return false;
4025
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4026
0
        return false;
4027
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4028
0
        return false;
4029
4030
    // Done with rectangle culling so we can perform heavier checks now.
4031
0
    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
4032
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4033
0
    {
4034
0
        g.HoveredIdDisabled = true;
4035
0
        return false;
4036
0
    }
4037
4038
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4039
    // hover test in widgets code. We could also decide to split this function is two.
4040
0
    if (id != 0)
4041
0
        SetHoveredID(id);
4042
4043
    // When disabled we'll return false but still set HoveredId
4044
0
    if (item_flags & ImGuiItemFlags_Disabled)
4045
0
    {
4046
        // Release active id if turning disabled
4047
0
        if (g.ActiveId == id)
4048
0
            ClearActiveID();
4049
0
        g.HoveredIdDisabled = true;
4050
0
        return false;
4051
0
    }
4052
4053
0
    if (id != 0)
4054
0
    {
4055
        // [DEBUG] Item Picker tool!
4056
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4057
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4058
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4059
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4060
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4061
0
        if (g.DebugItemPickerBreakId == id)
4062
0
            IM_DEBUG_BREAK();
4063
0
    }
4064
4065
0
    if (g.NavDisableMouseHover)
4066
0
        return false;
4067
4068
0
    return true;
4069
0
}
4070
4071
// FIXME: This is inlined/duplicated in ItemAdd()
4072
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4073
0
{
4074
0
    ImGuiContext& g = *GImGui;
4075
0
    ImGuiWindow* window = g.CurrentWindow;
4076
0
    if (!bb.Overlaps(window->ClipRect))
4077
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4078
0
            if (!g.LogEnabled)
4079
0
                return true;
4080
0
    return false;
4081
0
}
4082
4083
// This is also inlined in ItemAdd()
4084
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect!
4085
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4086
0
{
4087
0
    ImGuiContext& g = *GImGui;
4088
0
    g.LastItemData.ID = item_id;
4089
0
    g.LastItemData.InFlags = in_flags;
4090
0
    g.LastItemData.StatusFlags = item_flags;
4091
0
    g.LastItemData.Rect = item_rect;
4092
0
}
4093
4094
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4095
0
{
4096
0
    if (wrap_pos_x < 0.0f)
4097
0
        return 0.0f;
4098
4099
0
    ImGuiContext& g = *GImGui;
4100
0
    ImGuiWindow* window = g.CurrentWindow;
4101
0
    if (wrap_pos_x == 0.0f)
4102
0
    {
4103
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4104
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4105
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4106
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4107
        //else
4108
0
        wrap_pos_x = window->WorkRect.Max.x;
4109
0
    }
4110
0
    else if (wrap_pos_x > 0.0f)
4111
0
    {
4112
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4113
0
    }
4114
4115
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4116
0
}
4117
4118
// IM_ALLOC() == ImGui::MemAlloc()
4119
void* ImGui::MemAlloc(size_t size)
4120
0
{
4121
0
    if (ImGuiContext* ctx = GImGui)
4122
0
        ctx->IO.MetricsActiveAllocations++;
4123
0
    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4124
0
}
4125
4126
// IM_FREE() == ImGui::MemFree()
4127
void ImGui::MemFree(void* ptr)
4128
0
{
4129
0
    if (ptr)
4130
0
        if (ImGuiContext* ctx = GImGui)
4131
0
            ctx->IO.MetricsActiveAllocations--;
4132
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4133
0
}
4134
4135
const char* ImGui::GetClipboardText()
4136
0
{
4137
0
    ImGuiContext& g = *GImGui;
4138
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4139
0
}
4140
4141
void ImGui::SetClipboardText(const char* text)
4142
0
{
4143
0
    ImGuiContext& g = *GImGui;
4144
0
    if (g.IO.SetClipboardTextFn)
4145
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4146
0
}
4147
4148
const char* ImGui::GetVersion()
4149
0
{
4150
0
    return IMGUI_VERSION;
4151
0
}
4152
4153
ImGuiIO& ImGui::GetIO()
4154
0
{
4155
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4156
0
    return GImGui->IO;
4157
0
}
4158
4159
ImGuiPlatformIO& ImGui::GetPlatformIO()
4160
0
{
4161
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4162
0
    return GImGui->PlatformIO;
4163
0
}
4164
4165
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4166
ImDrawData* ImGui::GetDrawData()
4167
0
{
4168
0
    ImGuiContext& g = *GImGui;
4169
0
    ImGuiViewportP* viewport = g.Viewports[0];
4170
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4171
0
}
4172
4173
double ImGui::GetTime()
4174
0
{
4175
0
    return GImGui->Time;
4176
0
}
4177
4178
int ImGui::GetFrameCount()
4179
0
{
4180
0
    return GImGui->FrameCount;
4181
0
}
4182
4183
static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4184
0
{
4185
    // Create the draw list on demand, because they are not frequently used for all viewports
4186
0
    ImGuiContext& g = *GImGui;
4187
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
4188
0
    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
4189
0
    if (draw_list == NULL)
4190
0
    {
4191
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4192
0
        draw_list->_OwnerName = drawlist_name;
4193
0
        viewport->DrawLists[drawlist_no] = draw_list;
4194
0
    }
4195
4196
    // Our ImDrawList system requires that there is always a command
4197
0
    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
4198
0
    {
4199
0
        draw_list->_ResetForNewFrame();
4200
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4201
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4202
0
        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
4203
0
    }
4204
0
    return draw_list;
4205
0
}
4206
4207
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4208
0
{
4209
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4210
0
}
4211
4212
ImDrawList* ImGui::GetBackgroundDrawList()
4213
0
{
4214
0
    ImGuiContext& g = *GImGui;
4215
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4216
0
}
4217
4218
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4219
0
{
4220
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4221
0
}
4222
4223
ImDrawList* ImGui::GetForegroundDrawList()
4224
0
{
4225
0
    ImGuiContext& g = *GImGui;
4226
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4227
0
}
4228
4229
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4230
0
{
4231
0
    return &GImGui->DrawListSharedData;
4232
0
}
4233
4234
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4235
0
{
4236
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4237
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4238
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4239
0
    ImGuiContext& g = *GImGui;
4240
0
    FocusWindow(window);
4241
0
    SetActiveID(window->MoveId, window);
4242
0
    g.NavDisableHighlight = true;
4243
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4244
0
    g.ActiveIdNoClearOnFocusLoss = true;
4245
0
    SetActiveIdUsingAllKeyboardKeys();
4246
4247
0
    bool can_move_window = true;
4248
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4249
0
        can_move_window = false;
4250
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4251
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4252
0
            can_move_window = false;
4253
0
    if (can_move_window)
4254
0
        g.MovingWindow = window;
4255
0
}
4256
4257
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4258
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4259
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4260
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4261
0
{
4262
0
    ImGuiContext& g = *GImGui;
4263
0
    bool can_undock_node = false;
4264
0
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
4265
0
    {
4266
        // Can undock if:
4267
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4268
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4269
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4270
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4271
0
            if (undock_floating_node || root_node->IsDockSpace())
4272
0
                can_undock_node = true;
4273
0
    }
4274
4275
0
    const bool clicked = IsMouseClicked(0);
4276
0
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4277
0
    if (can_undock_node && dragging)
4278
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4279
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4280
0
        StartMouseMovingWindow(window);
4281
0
}
4282
4283
// Handle mouse moving window
4284
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4285
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4286
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4287
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4288
void ImGui::UpdateMouseMovingWindowNewFrame()
4289
0
{
4290
0
    ImGuiContext& g = *GImGui;
4291
0
    if (g.MovingWindow != NULL)
4292
0
    {
4293
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4294
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4295
0
        KeepAliveID(g.ActiveId);
4296
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4297
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4298
4299
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4300
0
        const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL);
4301
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4302
0
        {
4303
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4304
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4305
0
            {
4306
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4307
0
                if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4308
0
                {
4309
0
                    moving_window->Viewport->Pos = pos;
4310
0
                    moving_window->Viewport->UpdateWorkRect();
4311
0
                }
4312
0
            }
4313
0
            FocusWindow(g.MovingWindow);
4314
0
        }
4315
0
        else
4316
0
        {
4317
0
            if (!window_disappared)
4318
0
            {
4319
                // Try to merge the window back into the main viewport.
4320
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4321
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4322
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4323
4324
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4325
0
                if (!IsDragDropPayloadBeingAccepted())
4326
0
                    g.MouseViewport = moving_window->Viewport;
4327
4328
                // Clear the NoInput window flag set by the Viewport system
4329
0
                moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
4330
0
            }
4331
4332
0
            g.MovingWindow = NULL;
4333
0
            ClearActiveID();
4334
0
        }
4335
0
    }
4336
0
    else
4337
0
    {
4338
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4339
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4340
0
        {
4341
0
            KeepAliveID(g.ActiveId);
4342
0
            if (!g.IO.MouseDown[0])
4343
0
                ClearActiveID();
4344
0
        }
4345
0
    }
4346
0
}
4347
4348
// Initiate moving window when clicking on empty space or title bar.
4349
// Handle left-click and right-click focus.
4350
void ImGui::UpdateMouseMovingWindowEndFrame()
4351
0
{
4352
0
    ImGuiContext& g = *GImGui;
4353
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4354
0
        return;
4355
4356
    // Unless we just made a window/popup appear
4357
0
    if (g.NavWindow && g.NavWindow->Appearing)
4358
0
        return;
4359
4360
    // Click on empty space to focus window and start moving
4361
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4362
0
    if (g.IO.MouseClicked[0])
4363
0
    {
4364
        // Handle the edge case of a popup being closed while clicking in its empty space.
4365
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4366
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4367
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4368
4369
0
        if (root_window != NULL && !is_closed_popup)
4370
0
        {
4371
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4372
4373
            // Cancel moving if clicked outside of title bar
4374
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4375
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4376
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4377
0
                        g.MovingWindow = NULL;
4378
4379
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4380
0
            if (g.HoveredIdDisabled)
4381
0
                g.MovingWindow = NULL;
4382
0
        }
4383
0
        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
4384
0
        {
4385
            // Clicking on void disable focus
4386
0
            FocusWindow(NULL);
4387
0
        }
4388
0
    }
4389
4390
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4391
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4392
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4393
0
    if (g.IO.MouseClicked[1])
4394
0
    {
4395
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4396
        // This is where we can trim the popup stack.
4397
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4398
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4399
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4400
0
    }
4401
0
}
4402
4403
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4404
// Need to keep in sync with SetWindowPos()
4405
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4406
0
{
4407
0
    window->Pos += delta;
4408
0
    window->ClipRect.Translate(delta);
4409
0
    window->OuterRectClipped.Translate(delta);
4410
0
    window->InnerRect.Translate(delta);
4411
0
    window->DC.CursorPos += delta;
4412
0
    window->DC.CursorStartPos += delta;
4413
0
    window->DC.CursorMaxPos += delta;
4414
0
    window->DC.IdealMaxPos += delta;
4415
0
}
4416
4417
static void ScaleWindow(ImGuiWindow* window, float scale)
4418
0
{
4419
0
    ImVec2 origin = window->Viewport->Pos;
4420
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4421
0
    window->Size = ImFloor(window->Size * scale);
4422
0
    window->SizeFull = ImFloor(window->SizeFull * scale);
4423
0
    window->ContentSize = ImFloor(window->ContentSize * scale);
4424
0
}
4425
4426
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4427
0
{
4428
0
    return (window->Active) && (!window->Hidden);
4429
0
}
4430
4431
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4432
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4433
0
{
4434
0
    ImGuiContext& g = *GImGui;
4435
0
    ImGuiIO& io = g.IO;
4436
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4437
4438
    // Find the window hovered by mouse:
4439
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4440
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4441
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4442
0
    bool clear_hovered_windows = false;
4443
0
    FindHoveredWindow();
4444
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4445
4446
    // Modal windows prevents mouse from hovering behind them.
4447
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4448
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4449
0
        clear_hovered_windows = true;
4450
4451
    // Disabled mouse?
4452
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4453
0
        clear_hovered_windows = true;
4454
4455
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4456
    // won't report hovering nor request capture even while dragging over our windows afterward.
4457
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4458
0
    const bool has_open_modal = (modal_window != NULL);
4459
0
    int mouse_earliest_down = -1;
4460
0
    bool mouse_any_down = false;
4461
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4462
0
    {
4463
0
        if (io.MouseClicked[i])
4464
0
        {
4465
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4466
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4467
0
        }
4468
0
        mouse_any_down |= io.MouseDown[i];
4469
0
        if (io.MouseDown[i])
4470
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4471
0
                mouse_earliest_down = i;
4472
0
    }
4473
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4474
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4475
4476
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4477
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4478
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4479
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4480
0
        clear_hovered_windows = true;
4481
4482
0
    if (clear_hovered_windows)
4483
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4484
4485
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4486
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4487
0
    if (g.WantCaptureMouseNextFrame != -1)
4488
0
    {
4489
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4490
0
    }
4491
0
    else
4492
0
    {
4493
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4494
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4495
0
    }
4496
4497
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4498
0
    if (g.WantCaptureKeyboardNextFrame != -1)
4499
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4500
0
    else
4501
0
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4502
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4503
0
        io.WantCaptureKeyboard = true;
4504
4505
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4506
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4507
0
}
4508
4509
void ImGui::NewFrame()
4510
0
{
4511
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4512
0
    ImGuiContext& g = *GImGui;
4513
4514
    // Remove pending delete hooks before frame start.
4515
    // This deferred removal avoid issues of removal while iterating the hook vector
4516
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4517
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4518
0
            g.Hooks.erase(&g.Hooks[n]);
4519
4520
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4521
4522
    // Check and assert for various common IO and Configuration mistakes
4523
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4524
0
    ErrorCheckNewFrameSanityChecks();
4525
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4526
4527
    // Load settings on first frame, save settings when modified (after a delay)
4528
0
    UpdateSettings();
4529
4530
0
    g.Time += g.IO.DeltaTime;
4531
0
    g.WithinFrameScope = true;
4532
0
    g.FrameCount += 1;
4533
0
    g.TooltipOverrideCount = 0;
4534
0
    g.WindowsActiveCount = 0;
4535
0
    g.MenusIdSubmittedThisFrame.resize(0);
4536
4537
    // Calculate frame-rate for the user, as a purely luxurious feature
4538
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4539
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4540
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4541
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4542
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4543
4544
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4545
0
    g.InputEventsTrail.resize(0);
4546
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4547
4548
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4549
0
    UpdateViewportsNewFrame();
4550
4551
    // Setup current font and draw list shared data
4552
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4553
0
    g.IO.Fonts->Locked = true;
4554
0
    SetCurrentFont(GetDefaultFont());
4555
0
    IM_ASSERT(g.Font->IsLoaded());
4556
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4557
0
    for (int n = 0; n < g.Viewports.Size; n++)
4558
0
        virtual_space.Add(g.Viewports[n]->GetMainRect());
4559
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4560
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4561
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4562
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4563
0
    if (g.Style.AntiAliasedLines)
4564
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4565
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4566
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4567
0
    if (g.Style.AntiAliasedFill)
4568
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4569
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4570
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4571
4572
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4573
0
    for (int n = 0; n < g.Viewports.Size; n++)
4574
0
    {
4575
0
        ImGuiViewportP* viewport = g.Viewports[n];
4576
0
        viewport->DrawData = NULL;
4577
0
        viewport->DrawDataP.Clear();
4578
0
    }
4579
4580
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4581
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4582
0
        KeepAliveID(g.DragDropPayload.SourceId);
4583
4584
    // Update HoveredId data
4585
0
    if (!g.HoveredIdPreviousFrame)
4586
0
        g.HoveredIdTimer = 0.0f;
4587
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4588
0
        g.HoveredIdNotActiveTimer = 0.0f;
4589
0
    if (g.HoveredId)
4590
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4591
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4592
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4593
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4594
0
    g.HoveredId = 0;
4595
0
    g.HoveredIdAllowOverlap = false;
4596
0
    g.HoveredIdDisabled = false;
4597
4598
    // Clear ActiveID if the item is not alive anymore.
4599
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4600
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4601
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4602
0
    {
4603
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4604
0
        ClearActiveID();
4605
0
    }
4606
4607
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4608
0
    if (g.ActiveId)
4609
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4610
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4611
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4612
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4613
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4614
0
    g.ActiveIdIsAlive = 0;
4615
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4616
0
    g.ActiveIdPreviousFrameIsAlive = false;
4617
0
    g.ActiveIdIsJustActivated = false;
4618
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4619
0
        g.TempInputId = 0;
4620
0
    if (g.ActiveId == 0)
4621
0
    {
4622
0
        g.ActiveIdUsingNavDirMask = 0x00;
4623
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4624
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4625
        g.ActiveIdUsingNavInputMask = 0x00;
4626
#endif
4627
0
    }
4628
4629
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4630
    if (g.ActiveId == 0)
4631
        g.ActiveIdUsingNavInputMask = 0;
4632
    else if (g.ActiveIdUsingNavInputMask != 0)
4633
    {
4634
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4635
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4636
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4637
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4638
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4639
            IM_ASSERT(0); // Other values unsupported
4640
    }
4641
#endif
4642
4643
    // Update hover delay for IsItemHovered() with delays and tooltips
4644
0
    g.HoverDelayIdPreviousFrame = g.HoverDelayId;
4645
0
    if (g.HoverDelayId != 0)
4646
0
    {
4647
        //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
4648
0
        g.HoverDelayTimer += g.IO.DeltaTime;
4649
0
        g.HoverDelayClearTimer = 0.0f;
4650
0
        g.HoverDelayId = 0;
4651
0
    }
4652
0
    else if (g.HoverDelayTimer > 0.0f)
4653
0
    {
4654
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4655
0
        g.HoverDelayClearTimer += g.IO.DeltaTime;
4656
0
        if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate
4657
0
            g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4658
0
    }
4659
4660
    // Drag and drop
4661
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4662
0
    g.DragDropAcceptIdCurr = 0;
4663
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4664
0
    g.DragDropWithinSource = false;
4665
0
    g.DragDropWithinTarget = false;
4666
0
    g.DragDropHoldJustPressedId = 0;
4667
4668
    // Close popups on focus lost (currently wip/opt-in)
4669
    //if (g.IO.AppFocusLost)
4670
    //    ClosePopupsExceptModals();
4671
4672
    // Update keyboard input state
4673
0
    UpdateKeyboardInputs();
4674
4675
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4676
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4677
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4678
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4679
4680
    // Update gamepad/keyboard navigation
4681
0
    NavUpdate();
4682
4683
    // Update mouse input state
4684
0
    UpdateMouseInputs();
4685
4686
    // Undocking
4687
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4688
0
    DockContextNewFrameUpdateUndocking(&g);
4689
4690
    // Find hovered window
4691
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4692
0
    UpdateHoveredWindowAndCaptureFlags();
4693
4694
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4695
0
    UpdateMouseMovingWindowNewFrame();
4696
4697
    // Background darkening/whitening
4698
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4699
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4700
0
    else
4701
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4702
4703
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4704
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4705
4706
    // Platform IME data: reset for the frame
4707
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4708
0
    g.PlatformImeData.WantVisible = false;
4709
4710
    // Mouse wheel scrolling, scale
4711
0
    UpdateMouseWheel();
4712
4713
    // Mark all windows as not visible and compact unused memory.
4714
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4715
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4716
0
    for (int i = 0; i != g.Windows.Size; i++)
4717
0
    {
4718
0
        ImGuiWindow* window = g.Windows[i];
4719
0
        window->WasActive = window->Active;
4720
0
        window->Active = false;
4721
0
        window->WriteAccessed = false;
4722
0
        window->BeginCountPreviousFrame = window->BeginCount;
4723
0
        window->BeginCount = 0;
4724
4725
        // Garbage collect transient buffers of recently unused windows
4726
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4727
0
            GcCompactTransientWindowBuffers(window);
4728
0
    }
4729
4730
    // Garbage collect transient buffers of recently unused tables
4731
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4732
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4733
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4734
0
    for (int i = 0; i < g.TablesTempData.Size; i++)
4735
0
        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
4736
0
            TableGcCompactTransientBuffers(&g.TablesTempData[i]);
4737
0
    if (g.GcCompactAll)
4738
0
        GcCompactTransientMiscBuffers();
4739
0
    g.GcCompactAll = false;
4740
4741
    // Closing the focused window restore focus to the first active root window in descending z-order
4742
0
    if (g.NavWindow && !g.NavWindow->WasActive)
4743
0
        FocusTopMostWindowUnderOne(NULL, NULL);
4744
4745
    // No window should be open at the beginning of the frame.
4746
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4747
0
    g.CurrentWindowStack.resize(0);
4748
0
    g.BeginPopupStack.resize(0);
4749
0
    g.ItemFlagsStack.resize(0);
4750
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4751
0
    g.GroupStack.resize(0);
4752
4753
    // Docking
4754
0
    DockContextNewFrameUpdateDocking(&g);
4755
4756
    // [DEBUG] Update debug features
4757
0
    UpdateDebugToolItemPicker();
4758
0
    UpdateDebugToolStackQueries();
4759
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4760
0
        g.DebugLocateId = 0;
4761
4762
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4763
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4764
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4765
0
    g.WithinFrameScopeWithImplicitWindow = true;
4766
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4767
0
    Begin("Debug##Default");
4768
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4769
4770
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4771
0
}
4772
4773
// FIXME: Add a more explicit sort order in the window structure.
4774
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
4775
0
{
4776
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
4777
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
4778
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
4779
0
        return d;
4780
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
4781
0
        return d;
4782
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
4783
0
}
4784
4785
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
4786
0
{
4787
0
    out_sorted_windows->push_back(window);
4788
0
    if (window->Active)
4789
0
    {
4790
0
        int count = window->DC.ChildWindows.Size;
4791
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
4792
0
        for (int i = 0; i < count; i++)
4793
0
        {
4794
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
4795
0
            if (child->Active)
4796
0
                AddWindowToSortBuffer(out_sorted_windows, child);
4797
0
        }
4798
0
    }
4799
0
}
4800
4801
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4802
0
{
4803
0
    if (draw_list->CmdBuffer.Size == 0)
4804
0
        return;
4805
0
    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
4806
0
        return;
4807
4808
    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4809
    // May trigger for you if you are using PrimXXX functions incorrectly.
4810
0
    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4811
0
    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4812
0
    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4813
0
        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4814
4815
    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4816
    // If this assert triggers because you are drawing lots of stuff manually:
4817
    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4818
    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4819
    // - If you want large meshes with more than 64K vertices, you can either:
4820
    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4821
    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.
4822
    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4823
    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4824
    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4825
    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4826
    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
4827
    //       2 and 4 bytes indices are generally supported by most graphics API.
4828
    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4829
    //   the 64K limit to split your draw commands in multiple draw lists.
4830
0
    if (sizeof(ImDrawIdx) == 2)
4831
0
        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4832
4833
0
    out_list->push_back(draw_list);
4834
0
}
4835
4836
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4837
0
{
4838
0
    ImGuiContext& g = *GImGui;
4839
0
    ImGuiViewportP* viewport = window->Viewport;
4840
0
    g.IO.MetricsRenderWindows++;
4841
0
    if (window->Flags & ImGuiWindowFlags_DockNodeHost)
4842
0
        window->DrawList->ChannelsMerge();
4843
0
    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
4844
0
    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
4845
0
    {
4846
0
        ImGuiWindow* child = window->DC.ChildWindows[i];
4847
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
4848
0
            AddWindowToDrawData(child, layer);
4849
0
    }
4850
0
}
4851
4852
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
4853
0
{
4854
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
4855
0
}
4856
4857
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
4858
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
4859
0
{
4860
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
4861
0
}
4862
4863
void ImDrawDataBuilder::FlattenIntoSingleLayer()
4864
0
{
4865
0
    int n = Layers[0].Size;
4866
0
    int size = n;
4867
0
    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
4868
0
        size += Layers[i].Size;
4869
0
    Layers[0].resize(size);
4870
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
4871
0
    {
4872
0
        ImVector<ImDrawList*>& layer = Layers[layer_n];
4873
0
        if (layer.empty())
4874
0
            continue;
4875
0
        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
4876
0
        n += layer.Size;
4877
0
        layer.resize(0);
4878
0
    }
4879
0
}
4880
4881
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
4882
0
{
4883
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
4884
    // and to allow applications/backends to easily skip rendering.
4885
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
4886
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
4887
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
4888
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0;
4889
4890
0
    ImGuiIO& io = ImGui::GetIO();
4891
0
    ImDrawData* draw_data = &viewport->DrawDataP;
4892
0
    viewport->DrawData = draw_data; // Make publicly accessible
4893
0
    draw_data->Valid = true;
4894
0
    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
4895
0
    draw_data->CmdListsCount = draw_lists->Size;
4896
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
4897
0
    draw_data->DisplayPos = viewport->Pos;
4898
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
4899
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
4900
0
    draw_data->OwnerViewport = viewport;
4901
0
    for (int n = 0; n < draw_lists->Size; n++)
4902
0
    {
4903
0
        ImDrawList* draw_list = draw_lists->Data[n];
4904
0
        draw_list->_PopUnusedDrawCmd();
4905
0
        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
4906
0
        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
4907
0
    }
4908
0
}
4909
4910
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
4911
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
4912
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
4913
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
4914
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
4915
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
4916
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
4917
0
{
4918
0
    ImGuiWindow* window = GetCurrentWindow();
4919
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
4920
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
4921
0
}
4922
4923
void ImGui::PopClipRect()
4924
0
{
4925
0
    ImGuiWindow* window = GetCurrentWindow();
4926
0
    window->DrawList->PopClipRect();
4927
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
4928
0
}
4929
4930
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
4931
0
{
4932
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
4933
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
4934
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
4935
0
    return window;
4936
0
}
4937
4938
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
4939
0
{
4940
0
    if ((col & IM_COL32_A_MASK) == 0)
4941
0
        return;
4942
4943
0
    ImGuiViewportP* viewport = window->Viewport;
4944
0
    ImRect viewport_rect = viewport->GetMainRect();
4945
4946
    // Draw behind window by moving the draw command at the FRONT of the draw list
4947
0
    {
4948
        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
4949
        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
4950
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
4951
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
4952
0
        if (draw_list->CmdBuffer.Size == 0)
4953
0
            draw_list->AddDrawCmd();
4954
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
4955
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
4956
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
4957
0
        IM_ASSERT(cmd.ElemCount == 6);
4958
0
        draw_list->CmdBuffer.pop_back();
4959
0
        draw_list->CmdBuffer.push_front(cmd);
4960
0
        draw_list->PopClipRect();
4961
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
4962
0
    }
4963
4964
    // Draw over sibling docking nodes in a same docking tree
4965
0
    if (window->RootWindow->DockIsActive)
4966
0
    {
4967
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
4968
0
        if (draw_list->CmdBuffer.Size == 0)
4969
0
            draw_list->AddDrawCmd();
4970
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
4971
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
4972
0
        draw_list->PopClipRect();
4973
0
    }
4974
0
}
4975
4976
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
4977
0
{
4978
0
    ImGuiContext& g = *GImGui;
4979
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
4980
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
4981
0
    {
4982
0
        ImGuiWindow* window = g.Windows[i];
4983
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
4984
0
            continue;
4985
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
4986
0
            break;
4987
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
4988
0
            bottom_most_visible_window = window;
4989
0
    }
4990
0
    return bottom_most_visible_window;
4991
0
}
4992
4993
static void ImGui::RenderDimmedBackgrounds()
4994
0
{
4995
0
    ImGuiContext& g = *GImGui;
4996
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
4997
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
4998
0
        return;
4999
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5000
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5001
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5002
0
        return;
5003
5004
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5005
0
    if (dim_bg_for_modal)
5006
0
    {
5007
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5008
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5009
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5010
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5011
0
    }
5012
0
    else if (dim_bg_for_window_list)
5013
0
    {
5014
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5015
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5016
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5017
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5018
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5019
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5020
5021
        // Draw border around CTRL+Tab target window
5022
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5023
0
        ImGuiViewport* viewport = window->Viewport;
5024
0
        float distance = g.FontSize;
5025
0
        ImRect bb = window->Rect();
5026
0
        bb.Expand(distance);
5027
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5028
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5029
0
        if (window->DrawList->CmdBuffer.Size == 0)
5030
0
            window->DrawList->AddDrawCmd();
5031
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5032
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5033
0
        window->DrawList->PopClipRect();
5034
0
    }
5035
5036
    // Draw dimming background on _other_ viewports than the ones our windows are in
5037
0
    for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
5038
0
    {
5039
0
        ImGuiViewportP* viewport = g.Viewports[viewport_n];
5040
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5041
0
            continue;
5042
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5043
0
            continue;
5044
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5045
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5046
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5047
0
    }
5048
0
}
5049
5050
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5051
void ImGui::EndFrame()
5052
0
{
5053
0
    ImGuiContext& g = *GImGui;
5054
0
    IM_ASSERT(g.Initialized);
5055
5056
    // Don't process EndFrame() multiple times.
5057
0
    if (g.FrameCountEnded == g.FrameCount)
5058
0
        return;
5059
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5060
5061
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5062
5063
0
    ErrorCheckEndFrameSanityChecks();
5064
5065
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5066
0
    if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5067
0
    {
5068
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5069
0
        g.IO.SetPlatformImeDataFn(viewport ? viewport : GetMainViewport(), &g.PlatformImeData);
5070
0
    }
5071
5072
    // Hide implicit/fallback "Debug" window if it hasn't been used
5073
0
    g.WithinFrameScopeWithImplicitWindow = false;
5074
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5075
0
        g.CurrentWindow->Active = false;
5076
0
    End();
5077
5078
    // Update navigation: CTRL+Tab, wrap-around requests
5079
0
    NavEndFrame();
5080
5081
    // Update docking
5082
0
    DockContextEndFrame(&g);
5083
5084
0
    SetCurrentViewport(NULL, NULL);
5085
5086
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5087
0
    if (g.DragDropActive)
5088
0
    {
5089
0
        bool is_delivered = g.DragDropPayload.Delivery;
5090
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5091
0
        if (is_delivered || is_elapsed)
5092
0
            ClearDragDrop();
5093
0
    }
5094
5095
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5096
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5097
0
    {
5098
0
        g.DragDropWithinSource = true;
5099
0
        SetTooltip("...");
5100
0
        g.DragDropWithinSource = false;
5101
0
    }
5102
5103
    // End frame
5104
0
    g.WithinFrameScope = false;
5105
0
    g.FrameCountEnded = g.FrameCount;
5106
5107
    // Initiate moving window + handle left-click and right-click focus
5108
0
    UpdateMouseMovingWindowEndFrame();
5109
5110
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5111
0
    UpdateViewportsEndFrame();
5112
5113
    // Sort the window list so that all child windows are after their parent
5114
    // We cannot do that on FocusWindow() because children may not exist yet
5115
0
    g.WindowsTempSortBuffer.resize(0);
5116
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5117
0
    for (int i = 0; i != g.Windows.Size; i++)
5118
0
    {
5119
0
        ImGuiWindow* window = g.Windows[i];
5120
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5121
0
            continue;
5122
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5123
0
    }
5124
5125
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5126
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5127
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5128
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5129
5130
    // Unlock font atlas
5131
0
    g.IO.Fonts->Locked = false;
5132
5133
    // Clear Input data for next frame
5134
0
    g.IO.AppFocusLost = false;
5135
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5136
0
    g.IO.InputQueueCharacters.resize(0);
5137
5138
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5139
0
}
5140
5141
// Prepare the data for rendering so you can call GetDrawData()
5142
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5143
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5144
void ImGui::Render()
5145
0
{
5146
0
    ImGuiContext& g = *GImGui;
5147
0
    IM_ASSERT(g.Initialized);
5148
5149
0
    if (g.FrameCountEnded != g.FrameCount)
5150
0
        EndFrame();
5151
0
    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
5152
0
    g.FrameCountRendered = g.FrameCount;
5153
0
    g.IO.MetricsRenderWindows = 0;
5154
5155
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5156
5157
    // Add background ImDrawList (for each active viewport)
5158
0
    for (int n = 0; n != g.Viewports.Size; n++)
5159
0
    {
5160
0
        ImGuiViewportP* viewport = g.Viewports[n];
5161
0
        viewport->DrawDataBuilder.Clear();
5162
0
        if (viewport->DrawLists[0] != NULL)
5163
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5164
0
    }
5165
5166
    // Add ImDrawList to render
5167
0
    ImGuiWindow* windows_to_render_top_most[2];
5168
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5169
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5170
0
    for (int n = 0; n != g.Windows.Size; n++)
5171
0
    {
5172
0
        ImGuiWindow* window = g.Windows[n];
5173
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5174
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5175
0
            AddRootWindowToDrawData(window);
5176
0
    }
5177
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5178
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5179
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5180
5181
    // Draw modal/window whitening backgrounds
5182
0
    if (first_render_of_frame)
5183
0
        RenderDimmedBackgrounds();
5184
5185
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5186
0
    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
5187
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5188
5189
    // Setup ImDrawData structures for end-user
5190
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5191
0
    for (int n = 0; n < g.Viewports.Size; n++)
5192
0
    {
5193
0
        ImGuiViewportP* viewport = g.Viewports[n];
5194
0
        viewport->DrawDataBuilder.FlattenIntoSingleLayer();
5195
5196
        // Add foreground ImDrawList (for each active viewport)
5197
0
        if (viewport->DrawLists[1] != NULL)
5198
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5199
5200
0
        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
5201
0
        ImDrawData* draw_data = viewport->DrawData;
5202
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5203
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5204
0
    }
5205
5206
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5207
0
}
5208
5209
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5210
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5211
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5212
0
{
5213
0
    ImGuiContext& g = *GImGui;
5214
5215
0
    const char* text_display_end;
5216
0
    if (hide_text_after_double_hash)
5217
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5218
0
    else
5219
0
        text_display_end = text_end;
5220
5221
0
    ImFont* font = g.Font;
5222
0
    const float font_size = g.FontSize;
5223
0
    if (text == text_display_end)
5224
0
        return ImVec2(0.0f, font_size);
5225
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5226
5227
    // Round
5228
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5229
    // FIXME: Investigate using ceilf or e.g.
5230
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5231
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5232
0
    text_size.x = IM_FLOOR(text_size.x + 0.99999f);
5233
5234
0
    return text_size;
5235
0
}
5236
5237
// Find window given position, search front-to-back
5238
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5239
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5240
// called, aka before the next Begin(). Moving window isn't affected.
5241
static void FindHoveredWindow()
5242
0
{
5243
0
    ImGuiContext& g = *GImGui;
5244
5245
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5246
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5247
0
    if (g.MovingWindow)
5248
0
        g.MovingWindow->Viewport = g.MouseViewport;
5249
5250
0
    ImGuiWindow* hovered_window = NULL;
5251
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5252
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5253
0
        hovered_window = g.MovingWindow;
5254
5255
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5256
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5257
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5258
0
    {
5259
0
        ImGuiWindow* window = g.Windows[i];
5260
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5261
0
        if (!window->Active || window->Hidden)
5262
0
            continue;
5263
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5264
0
            continue;
5265
0
        IM_ASSERT(window->Viewport);
5266
0
        if (window->Viewport != g.MouseViewport)
5267
0
            continue;
5268
5269
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5270
0
        ImRect bb(window->OuterRectClipped);
5271
0
        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
5272
0
            bb.Expand(padding_regular);
5273
0
        else
5274
0
            bb.Expand(padding_for_resize);
5275
0
        if (!bb.Contains(g.IO.MousePos))
5276
0
            continue;
5277
5278
        // Support for one rectangular hole in any given window
5279
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5280
0
        if (window->HitTestHoleSize.x != 0)
5281
0
        {
5282
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5283
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5284
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5285
0
                continue;
5286
0
        }
5287
5288
0
        if (hovered_window == NULL)
5289
0
            hovered_window = window;
5290
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5291
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5292
0
            hovered_window_ignoring_moving_window = window;
5293
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5294
0
            break;
5295
0
    }
5296
5297
0
    g.HoveredWindow = hovered_window;
5298
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5299
5300
0
    if (g.MovingWindow)
5301
0
        g.MovingWindow->Viewport = moving_window_viewport;
5302
0
}
5303
5304
bool ImGui::IsItemActive()
5305
0
{
5306
0
    ImGuiContext& g = *GImGui;
5307
0
    if (g.ActiveId)
5308
0
        return g.ActiveId == g.LastItemData.ID;
5309
0
    return false;
5310
0
}
5311
5312
bool ImGui::IsItemActivated()
5313
0
{
5314
0
    ImGuiContext& g = *GImGui;
5315
0
    if (g.ActiveId)
5316
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5317
0
            return true;
5318
0
    return false;
5319
0
}
5320
5321
bool ImGui::IsItemDeactivated()
5322
0
{
5323
0
    ImGuiContext& g = *GImGui;
5324
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5325
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5326
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5327
0
}
5328
5329
bool ImGui::IsItemDeactivatedAfterEdit()
5330
0
{
5331
0
    ImGuiContext& g = *GImGui;
5332
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5333
0
}
5334
5335
// == GetItemID() == GetFocusID()
5336
bool ImGui::IsItemFocused()
5337
0
{
5338
0
    ImGuiContext& g = *GImGui;
5339
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5340
0
        return false;
5341
5342
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5343
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5344
0
    ImGuiWindow* window = g.CurrentWindow;
5345
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5346
0
        return false;
5347
5348
0
    return true;
5349
0
}
5350
5351
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5352
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5353
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5354
0
{
5355
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5356
0
}
5357
5358
bool ImGui::IsItemToggledOpen()
5359
0
{
5360
0
    ImGuiContext& g = *GImGui;
5361
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5362
0
}
5363
5364
bool ImGui::IsItemToggledSelection()
5365
0
{
5366
0
    ImGuiContext& g = *GImGui;
5367
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5368
0
}
5369
5370
bool ImGui::IsAnyItemHovered()
5371
0
{
5372
0
    ImGuiContext& g = *GImGui;
5373
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5374
0
}
5375
5376
bool ImGui::IsAnyItemActive()
5377
0
{
5378
0
    ImGuiContext& g = *GImGui;
5379
0
    return g.ActiveId != 0;
5380
0
}
5381
5382
bool ImGui::IsAnyItemFocused()
5383
0
{
5384
0
    ImGuiContext& g = *GImGui;
5385
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5386
0
}
5387
5388
bool ImGui::IsItemVisible()
5389
0
{
5390
0
    ImGuiContext& g = *GImGui;
5391
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5392
0
}
5393
5394
bool ImGui::IsItemEdited()
5395
0
{
5396
0
    ImGuiContext& g = *GImGui;
5397
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5398
0
}
5399
5400
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5401
// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
5402
void ImGui::SetItemAllowOverlap()
5403
0
{
5404
0
    ImGuiContext& g = *GImGui;
5405
0
    ImGuiID id = g.LastItemData.ID;
5406
0
    if (g.HoveredId == id)
5407
0
        g.HoveredIdAllowOverlap = true;
5408
0
    if (g.ActiveId == id)
5409
0
        g.ActiveIdAllowOverlap = true;
5410
0
}
5411
5412
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5413
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5414
0
{
5415
0
    ImGuiContext& g = *GImGui;
5416
0
    IM_ASSERT(g.ActiveId != 0);
5417
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5418
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5419
0
    NavMoveRequestCancel();
5420
0
}
5421
5422
ImGuiID ImGui::GetItemID()
5423
0
{
5424
0
    ImGuiContext& g = *GImGui;
5425
0
    return g.LastItemData.ID;
5426
0
}
5427
5428
ImVec2 ImGui::GetItemRectMin()
5429
0
{
5430
0
    ImGuiContext& g = *GImGui;
5431
0
    return g.LastItemData.Rect.Min;
5432
0
}
5433
5434
ImVec2 ImGui::GetItemRectMax()
5435
0
{
5436
0
    ImGuiContext& g = *GImGui;
5437
0
    return g.LastItemData.Rect.Max;
5438
0
}
5439
5440
ImVec2 ImGui::GetItemRectSize()
5441
0
{
5442
0
    ImGuiContext& g = *GImGui;
5443
0
    return g.LastItemData.Rect.GetSize();
5444
0
}
5445
5446
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5447
0
{
5448
0
    ImGuiContext& g = *GImGui;
5449
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5450
5451
0
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5452
0
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5453
5454
    // Size
5455
0
    const ImVec2 content_avail = GetContentRegionAvail();
5456
0
    ImVec2 size = ImFloor(size_arg);
5457
0
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5458
0
    if (size.x <= 0.0f)
5459
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5460
0
    if (size.y <= 0.0f)
5461
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5462
0
    SetNextWindowSize(size);
5463
5464
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5465
0
    const char* temp_window_name;
5466
0
    if (name)
5467
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5468
0
    else
5469
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5470
5471
0
    const float backup_border_size = g.Style.ChildBorderSize;
5472
0
    if (!border)
5473
0
        g.Style.ChildBorderSize = 0.0f;
5474
0
    bool ret = Begin(temp_window_name, NULL, flags);
5475
0
    g.Style.ChildBorderSize = backup_border_size;
5476
5477
0
    ImGuiWindow* child_window = g.CurrentWindow;
5478
0
    child_window->ChildId = id;
5479
0
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5480
5481
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5482
    // While this is not really documented/defined, it seems that the expected thing to do.
5483
0
    if (child_window->BeginCount == 1)
5484
0
        parent_window->DC.CursorPos = child_window->Pos;
5485
5486
    // Process navigation-in immediately so NavInit can run on first frame
5487
0
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))
5488
0
    {
5489
0
        FocusWindow(child_window);
5490
0
        NavInitWindow(child_window, false);
5491
0
        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5492
0
        g.ActiveIdSource = ImGuiInputSource_Nav;
5493
0
    }
5494
0
    return ret;
5495
0
}
5496
5497
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5498
0
{
5499
0
    ImGuiWindow* window = GetCurrentWindow();
5500
0
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5501
0
}
5502
5503
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5504
0
{
5505
0
    IM_ASSERT(id != 0);
5506
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5507
0
}
5508
5509
void ImGui::EndChild()
5510
0
{
5511
0
    ImGuiContext& g = *GImGui;
5512
0
    ImGuiWindow* window = g.CurrentWindow;
5513
5514
0
    IM_ASSERT(g.WithinEndChild == false);
5515
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5516
5517
0
    g.WithinEndChild = true;
5518
0
    if (window->BeginCount > 1)
5519
0
    {
5520
0
        End();
5521
0
    }
5522
0
    else
5523
0
    {
5524
0
        ImVec2 sz = window->Size;
5525
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5526
0
            sz.x = ImMax(4.0f, sz.x);
5527
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5528
0
            sz.y = ImMax(4.0f, sz.y);
5529
0
        End();
5530
5531
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5532
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5533
0
        ItemSize(sz);
5534
0
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5535
0
        {
5536
0
            ItemAdd(bb, window->ChildId);
5537
0
            RenderNavHighlight(bb, window->ChildId);
5538
5539
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5540
0
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5541
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5542
0
        }
5543
0
        else
5544
0
        {
5545
            // Not navigable into
5546
0
            ItemAdd(bb, 0);
5547
0
        }
5548
0
        if (g.HoveredWindow == window)
5549
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5550
0
    }
5551
0
    g.WithinEndChild = false;
5552
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5553
0
}
5554
5555
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5556
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5557
0
{
5558
0
    ImGuiContext& g = *GImGui;
5559
0
    const ImGuiStyle& style = g.Style;
5560
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5561
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5562
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5563
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5564
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5565
0
    PopStyleVar(3);
5566
0
    PopStyleColor();
5567
0
    return ret;
5568
0
}
5569
5570
void ImGui::EndChildFrame()
5571
0
{
5572
0
    EndChild();
5573
0
}
5574
5575
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5576
0
{
5577
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5578
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5579
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5580
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5581
0
}
5582
5583
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5584
0
{
5585
0
    ImGuiContext& g = *GImGui;
5586
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5587
0
}
5588
5589
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5590
0
{
5591
0
    ImGuiID id = ImHashStr(name);
5592
0
    return FindWindowByID(id);
5593
0
}
5594
5595
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5596
0
{
5597
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5598
0
    window->ViewportPos = main_viewport->Pos;
5599
0
    if (settings->ViewportId)
5600
0
    {
5601
0
        window->ViewportId = settings->ViewportId;
5602
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5603
0
    }
5604
0
    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5605
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5606
0
        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5607
0
    window->Collapsed = settings->Collapsed;
5608
0
    window->DockId = settings->DockId;
5609
0
    window->DockOrder = settings->DockOrder;
5610
0
}
5611
5612
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5613
0
{
5614
0
    ImGuiContext& g = *GImGui;
5615
5616
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5617
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5618
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5619
0
    {
5620
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5621
0
        g.WindowsFocusOrder.push_back(window);
5622
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5623
0
    }
5624
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5625
0
    {
5626
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5627
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5628
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5629
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5630
0
        window->FocusOrder = -1;
5631
0
    }
5632
0
    window->IsExplicitChild = new_is_explicit_child;
5633
0
}
5634
5635
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5636
0
{
5637
0
    ImGuiContext& g = *GImGui;
5638
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5639
5640
    // Create window the first time
5641
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5642
0
    window->Flags = flags;
5643
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5644
5645
    // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5646
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5647
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5648
0
    window->ViewportPos = main_viewport->Pos;
5649
5650
    // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
5651
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5652
0
        if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
5653
0
        {
5654
            // Retrieve settings from .ini file
5655
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5656
0
            SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5657
0
            ApplyWindowSettings(window, settings);
5658
0
        }
5659
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5660
5661
0
    if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5662
0
    {
5663
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5664
0
        window->AutoFitOnlyGrows = false;
5665
0
    }
5666
0
    else
5667
0
    {
5668
0
        if (window->Size.x <= 0.0f)
5669
0
            window->AutoFitFramesX = 2;
5670
0
        if (window->Size.y <= 0.0f)
5671
0
            window->AutoFitFramesY = 2;
5672
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5673
0
    }
5674
5675
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5676
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5677
0
    else
5678
0
        g.Windows.push_back(window);
5679
5680
0
    return window;
5681
0
}
5682
5683
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5684
0
{
5685
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5686
0
}
5687
5688
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5689
0
{
5690
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5691
0
}
5692
5693
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5694
0
{
5695
0
    ImGuiContext& g = *GImGui;
5696
0
    ImVec2 new_size = size_desired;
5697
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5698
0
    {
5699
        // Using -1,-1 on either X/Y axis to preserve the current size.
5700
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5701
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5702
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5703
0
        if (g.NextWindowData.SizeCallback)
5704
0
        {
5705
0
            ImGuiSizeCallbackData data;
5706
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5707
0
            data.Pos = window->Pos;
5708
0
            data.CurrentSize = window->SizeFull;
5709
0
            data.DesiredSize = new_size;
5710
0
            g.NextWindowData.SizeCallback(&data);
5711
0
            new_size = data.DesiredSize;
5712
0
        }
5713
0
        new_size.x = IM_FLOOR(new_size.x);
5714
0
        new_size.y = IM_FLOOR(new_size.y);
5715
0
    }
5716
5717
    // Minimum size
5718
0
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5719
0
    {
5720
0
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5721
0
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5722
0
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5723
0
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5724
0
    }
5725
0
    return new_size;
5726
0
}
5727
5728
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5729
0
{
5730
0
    bool preserve_old_content_sizes = false;
5731
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5732
0
        preserve_old_content_sizes = true;
5733
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5734
0
        preserve_old_content_sizes = true;
5735
0
    if (preserve_old_content_sizes)
5736
0
    {
5737
0
        *content_size_current = window->ContentSize;
5738
0
        *content_size_ideal = window->ContentSizeIdeal;
5739
0
        return;
5740
0
    }
5741
5742
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5743
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5744
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5745
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5746
0
}
5747
5748
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5749
0
{
5750
0
    ImGuiContext& g = *GImGui;
5751
0
    ImGuiStyle& style = g.Style;
5752
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
5753
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
5754
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
5755
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
5756
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
5757
0
    {
5758
        // Tooltip always resize
5759
0
        return size_desired;
5760
0
    }
5761
0
    else
5762
0
    {
5763
        // Maximum window size is determined by the viewport size or monitor size
5764
0
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5765
0
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
5766
0
        ImVec2 size_min = style.WindowMinSize;
5767
0
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5768
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
5769
5770
0
        ImVec2 avail_size = window->Viewport->WorkSize;
5771
0
        if (window->ViewportOwned)
5772
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
5773
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
5774
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
5775
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
5776
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
5777
5778
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
5779
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
5780
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5781
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
5782
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
5783
0
        if (will_have_scrollbar_x)
5784
0
            size_auto_fit.y += style.ScrollbarSize;
5785
0
        if (will_have_scrollbar_y)
5786
0
            size_auto_fit.x += style.ScrollbarSize;
5787
0
        return size_auto_fit;
5788
0
    }
5789
0
}
5790
5791
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
5792
0
{
5793
0
    ImVec2 size_contents_current;
5794
0
    ImVec2 size_contents_ideal;
5795
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
5796
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
5797
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5798
0
    return size_final;
5799
0
}
5800
5801
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
5802
0
{
5803
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
5804
0
        return ImGuiCol_PopupBg;
5805
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
5806
0
        return ImGuiCol_ChildBg;
5807
0
    return ImGuiCol_WindowBg;
5808
0
}
5809
5810
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
5811
0
{
5812
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
5813
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
5814
0
    ImVec2 size_expected = pos_max - pos_min;
5815
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
5816
0
    *out_pos = pos_min;
5817
0
    if (corner_norm.x == 0.0f)
5818
0
        out_pos->x -= (size_constrained.x - size_expected.x);
5819
0
    if (corner_norm.y == 0.0f)
5820
0
        out_pos->y -= (size_constrained.y - size_expected.y);
5821
0
    *out_size = size_constrained;
5822
0
}
5823
5824
// Data for resizing from corner
5825
struct ImGuiResizeGripDef
5826
{
5827
    ImVec2  CornerPosN;
5828
    ImVec2  InnerDir;
5829
    int     AngleMin12, AngleMax12;
5830
};
5831
static const ImGuiResizeGripDef resize_grip_def[4] =
5832
{
5833
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
5834
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
5835
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
5836
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
5837
};
5838
5839
// Data for resizing from borders
5840
struct ImGuiResizeBorderDef
5841
{
5842
    ImVec2 InnerDir;
5843
    ImVec2 SegmentN1, SegmentN2;
5844
    float  OuterAngle;
5845
};
5846
static const ImGuiResizeBorderDef resize_border_def[4] =
5847
{
5848
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
5849
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
5850
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
5851
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
5852
};
5853
5854
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
5855
0
{
5856
0
    ImRect rect = window->Rect();
5857
0
    if (thickness == 0.0f)
5858
0
        rect.Max -= ImVec2(1, 1);
5859
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
5860
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
5861
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
5862
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
5863
0
    IM_ASSERT(0);
5864
0
    return ImRect();
5865
0
}
5866
5867
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
5868
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
5869
0
{
5870
0
    IM_ASSERT(n >= 0 && n < 4);
5871
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5872
0
    id = ImHashStr("#RESIZE", 0, id);
5873
0
    id = ImHashData(&n, sizeof(int), id);
5874
0
    return id;
5875
0
}
5876
5877
// Borders (Left, Right, Up, Down)
5878
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
5879
0
{
5880
0
    IM_ASSERT(dir >= 0 && dir < 4);
5881
0
    int n = (int)dir + 4;
5882
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5883
0
    id = ImHashStr("#RESIZE", 0, id);
5884
0
    id = ImHashData(&n, sizeof(int), id);
5885
0
    return id;
5886
0
}
5887
5888
// Handle resize for: Resize Grips, Borders, Gamepad
5889
// Return true when using auto-fit (double-click on resize grip)
5890
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
5891
0
{
5892
0
    ImGuiContext& g = *GImGui;
5893
0
    ImGuiWindowFlags flags = window->Flags;
5894
5895
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
5896
0
        return false;
5897
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
5898
0
        return false;
5899
5900
0
    bool ret_auto_fit = false;
5901
0
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
5902
0
    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
5903
0
    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
5904
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
5905
5906
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
5907
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
5908
5909
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
5910
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
5911
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
5912
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
5913
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
5914
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
5915
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
5916
0
    if (clip_with_viewport_rect)
5917
0
        window->ClipRect = window->Viewport->GetMainRect();
5918
5919
    // Resize grips and borders are on layer 1
5920
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
5921
5922
    // Manual resize grips
5923
0
    PushID("#RESIZE");
5924
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
5925
0
    {
5926
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
5927
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
5928
5929
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
5930
0
        bool hovered, held;
5931
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
5932
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
5933
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
5934
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
5935
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
5936
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
5937
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
5938
0
        if (hovered || held)
5939
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
5940
5941
0
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
5942
0
        {
5943
            // Manual auto-fit when double-clicking
5944
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5945
0
            ret_auto_fit = true;
5946
0
            ClearActiveID();
5947
0
        }
5948
0
        else if (held)
5949
0
        {
5950
            // Resize from any of the four corners
5951
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
5952
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
5953
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
5954
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
5955
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
5956
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
5957
0
        }
5958
5959
        // Only lower-left grip is visible before hovering/activating
5960
0
        if (resize_grip_n == 0 || held || hovered)
5961
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
5962
0
    }
5963
0
    for (int border_n = 0; border_n < resize_border_count; border_n++)
5964
0
    {
5965
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
5966
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
5967
5968
0
        bool hovered, held;
5969
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
5970
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
5971
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
5972
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
5973
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
5974
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
5975
0
        {
5976
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
5977
0
            if (held)
5978
0
                *border_held = border_n;
5979
0
        }
5980
0
        if (held)
5981
0
        {
5982
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);
5983
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left  ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up   ? visibility_rect.Max.y : +FLT_MAX);
5984
0
            ImVec2 border_target = window->Pos;
5985
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
5986
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
5987
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
5988
0
        }
5989
0
    }
5990
0
    PopID();
5991
5992
    // Restore nav layer
5993
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
5994
5995
    // Navigation resize (keyboard/gamepad)
5996
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
5997
    // Not even sure the callback works here.
5998
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
5999
0
    {
6000
0
        ImVec2 nav_resize_dir;
6001
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6002
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6003
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6004
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6005
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6006
0
        {
6007
0
            const float NAV_RESIZE_SPEED = 600.0f;
6008
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6009
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6010
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size
6011
0
            g.NavWindowingToggleLayer = false;
6012
0
            g.NavDisableMouseHover = true;
6013
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6014
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
6015
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6016
0
            {
6017
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6018
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6019
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6020
0
            }
6021
0
        }
6022
0
    }
6023
6024
    // Apply back modified position/size to window
6025
0
    if (size_target.x != FLT_MAX)
6026
0
    {
6027
0
        window->SizeFull = size_target;
6028
0
        MarkIniSettingsDirty(window);
6029
0
    }
6030
0
    if (pos_target.x != FLT_MAX)
6031
0
    {
6032
0
        window->Pos = ImFloor(pos_target);
6033
0
        MarkIniSettingsDirty(window);
6034
0
    }
6035
6036
0
    window->Size = window->SizeFull;
6037
0
    return ret_auto_fit;
6038
0
}
6039
6040
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6041
0
{
6042
0
    ImGuiContext& g = *GImGui;
6043
0
    ImVec2 size_for_clamping = window->Size;
6044
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6045
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6046
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6047
0
}
6048
6049
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6050
0
{
6051
0
    ImGuiContext& g = *GImGui;
6052
0
    float rounding = window->WindowRounding;
6053
0
    float border_size = window->WindowBorderSize;
6054
0
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6055
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6056
6057
0
    int border_held = window->ResizeBorderHeld;
6058
0
    if (border_held != -1)
6059
0
    {
6060
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6061
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6062
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6063
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6064
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6065
0
    }
6066
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6067
0
    {
6068
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6069
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6070
0
    }
6071
0
}
6072
6073
// Draw background and borders
6074
// Draw and handle scrollbars
6075
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6076
0
{
6077
0
    ImGuiContext& g = *GImGui;
6078
0
    ImGuiStyle& style = g.Style;
6079
0
    ImGuiWindowFlags flags = window->Flags;
6080
6081
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6082
0
    IM_ASSERT(window->BeginCount == 0);
6083
0
    window->SkipItems = false;
6084
6085
    // Draw window + handle manual resize
6086
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6087
0
    const float window_rounding = window->WindowRounding;
6088
0
    const float window_border_size = window->WindowBorderSize;
6089
0
    if (window->Collapsed)
6090
0
    {
6091
        // Title bar only
6092
0
        const float backup_border_size = style.FrameBorderSize;
6093
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6094
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6095
0
        if (window->ViewportOwned)
6096
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6097
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6098
0
        g.Style.FrameBorderSize = backup_border_size;
6099
0
    }
6100
0
    else
6101
0
    {
6102
        // Window background
6103
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6104
0
        {
6105
0
            bool is_docking_transparent_payload = false;
6106
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6107
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6108
0
                    is_docking_transparent_payload = true;
6109
6110
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6111
0
            if (window->ViewportOwned)
6112
0
            {
6113
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6114
0
                if (is_docking_transparent_payload)
6115
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6116
0
            }
6117
0
            else
6118
0
            {
6119
                // Adjust alpha. For docking
6120
0
                bool override_alpha = false;
6121
0
                float alpha = 1.0f;
6122
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6123
0
                {
6124
0
                    alpha = g.NextWindowData.BgAlphaVal;
6125
0
                    override_alpha = true;
6126
0
                }
6127
0
                if (is_docking_transparent_payload)
6128
0
                {
6129
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6130
0
                    override_alpha = true;
6131
0
                }
6132
0
                if (override_alpha)
6133
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6134
0
            }
6135
6136
            // Render, for docked windows and host windows we ensure bg goes before decorations
6137
0
            if (window->DockIsActive)
6138
0
                window->DockNode->LastBgColor = bg_col;
6139
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6140
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6141
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6142
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6143
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6144
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6145
0
        }
6146
0
        if (window->DockIsActive)
6147
0
            window->DockNode->IsBgDrawnThisFrame = true;
6148
6149
        // Title bar
6150
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6151
        // in order for their pos/size to be matching their undocking state.)
6152
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6153
0
        {
6154
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6155
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6156
0
        }
6157
6158
        // Menu bar
6159
0
        if (flags & ImGuiWindowFlags_MenuBar)
6160
0
        {
6161
0
            ImRect menu_bar_rect = window->MenuBarRect();
6162
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6163
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6164
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6165
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6166
0
        }
6167
6168
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6169
0
        ImGuiDockNode* node = window->DockNode;
6170
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6171
0
        {
6172
0
            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
6173
0
            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
6174
0
            ImVec2 p = node->Pos;
6175
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6176
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6177
0
            KeepAliveID(unhide_id);
6178
0
            bool hovered, held;
6179
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6180
0
                node->WantHiddenTabBarToggle = true;
6181
0
            else if (held && IsMouseDragging(0))
6182
0
                StartMouseMovingWindowOrNode(window, node, true);
6183
6184
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6185
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6186
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6187
0
        }
6188
6189
        // Scrollbars
6190
0
        if (window->ScrollbarX)
6191
0
            Scrollbar(ImGuiAxis_X);
6192
0
        if (window->ScrollbarY)
6193
0
            Scrollbar(ImGuiAxis_Y);
6194
6195
        // Render resize grips (after their input handling so we don't have a frame of latency)
6196
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6197
0
        {
6198
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6199
0
            {
6200
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6201
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6202
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6203
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6204
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6205
0
                window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
6206
0
            }
6207
0
        }
6208
6209
        // Borders (for dock node host they will be rendered over after the tab bar)
6210
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6211
0
            RenderWindowOuterBorders(window);
6212
0
    }
6213
0
}
6214
6215
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6216
// Render title text, collapse button, close button
6217
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6218
0
{
6219
0
    ImGuiContext& g = *GImGui;
6220
0
    ImGuiStyle& style = g.Style;
6221
0
    ImGuiWindowFlags flags = window->Flags;
6222
6223
0
    const bool has_close_button = (p_open != NULL);
6224
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6225
6226
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6227
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6228
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6229
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6230
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6231
6232
    // Layout buttons
6233
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6234
0
    float pad_l = style.FramePadding.x;
6235
0
    float pad_r = style.FramePadding.x;
6236
0
    float button_sz = g.FontSize;
6237
0
    ImVec2 close_button_pos;
6238
0
    ImVec2 collapse_button_pos;
6239
0
    if (has_close_button)
6240
0
    {
6241
0
        pad_r += button_sz;
6242
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6243
0
    }
6244
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6245
0
    {
6246
0
        pad_r += button_sz;
6247
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6248
0
    }
6249
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6250
0
    {
6251
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
6252
0
        pad_l += button_sz;
6253
0
    }
6254
6255
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6256
0
    if (has_collapse_button)
6257
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6258
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6259
6260
    // Close button
6261
0
    if (has_close_button)
6262
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6263
0
            *p_open = false;
6264
6265
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6266
0
    g.CurrentItemFlags = item_flags_backup;
6267
6268
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6269
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6270
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6271
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6272
6273
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6274
    // while uncentered title text will still reach edges correctly.
6275
0
    if (pad_l > style.FramePadding.x)
6276
0
        pad_l += g.Style.ItemInnerSpacing.x;
6277
0
    if (pad_r > style.FramePadding.x)
6278
0
        pad_r += g.Style.ItemInnerSpacing.x;
6279
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6280
0
    {
6281
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6282
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6283
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6284
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6285
0
    }
6286
6287
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6288
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6289
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6290
0
    {
6291
0
        ImVec2 marker_pos;
6292
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6293
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6294
0
        if (marker_pos.x > layout_r.Min.x)
6295
0
        {
6296
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6297
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6298
0
        }
6299
0
    }
6300
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6301
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6302
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6303
0
}
6304
6305
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6306
0
{
6307
0
    window->ParentWindow = parent_window;
6308
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6309
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6310
0
    {
6311
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6312
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6313
0
            window->RootWindow = parent_window->RootWindow;
6314
0
    }
6315
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6316
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6317
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6318
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6319
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6320
0
    {
6321
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6322
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6323
0
    }
6324
0
}
6325
6326
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6327
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6328
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6329
// - Window             // FindBlockingModal() returns Modal1
6330
//   - Window           //                  .. returns Modal1
6331
//   - Modal1           //                  .. returns Modal2
6332
//      - Window        //                  .. returns Modal2
6333
//          - Window    //                  .. returns Modal2
6334
//          - Modal2    //                  .. returns Modal2
6335
static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6336
0
{
6337
0
    ImGuiContext& g = *GImGui;
6338
0
    if (g.OpenPopupStack.Size <= 0)
6339
0
        return NULL;
6340
6341
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6342
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
6343
0
    {
6344
0
        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
6345
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6346
0
            continue;
6347
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6348
0
            continue;
6349
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.
6350
0
            break;
6351
0
        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)
6352
0
            if (IsWindowWithinBeginStackOf(window, parent))
6353
0
                return popup_window;                                // Place window above its begin stack parent.
6354
0
    }
6355
0
    return NULL;
6356
0
}
6357
6358
// Push a new Dear ImGui window to add widgets to.
6359
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6360
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6361
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6362
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6363
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6364
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6365
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6366
0
{
6367
0
    ImGuiContext& g = *GImGui;
6368
0
    const ImGuiStyle& style = g.Style;
6369
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6370
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6371
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6372
6373
    // Find or create
6374
0
    ImGuiWindow* window = FindWindowByName(name);
6375
0
    const bool window_just_created = (window == NULL);
6376
0
    if (window_just_created)
6377
0
        window = CreateNewWindow(name, flags);
6378
6379
    // Automatically disable manual moving/resizing when NoInputs is set
6380
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6381
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6382
6383
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6384
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6385
6386
0
    const int current_frame = g.FrameCount;
6387
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6388
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6389
6390
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6391
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6392
0
    if (flags & ImGuiWindowFlags_Popup)
6393
0
    {
6394
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6395
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6396
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6397
0
    }
6398
6399
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6400
0
    const bool window_was_appearing = window->Appearing;
6401
0
    if (first_begin_of_the_frame)
6402
0
    {
6403
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6404
0
        window->Appearing = window_just_activated_by_user;
6405
0
        if (window->Appearing)
6406
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6407
0
        window->FlagsPreviousFrame = window->Flags;
6408
0
        window->Flags = (ImGuiWindowFlags)flags;
6409
0
        window->LastFrameActive = current_frame;
6410
0
        window->LastTimeActive = (float)g.Time;
6411
0
        window->BeginOrderWithinParent = 0;
6412
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6413
0
    }
6414
0
    else
6415
0
    {
6416
0
        flags = window->Flags;
6417
0
    }
6418
6419
    // Docking
6420
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6421
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6422
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6423
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6424
0
    if (first_begin_of_the_frame)
6425
0
    {
6426
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6427
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6428
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6429
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6430
0
        if (has_dock_node || new_auto_dock_node)
6431
0
        {
6432
0
            BeginDocked(window, p_open);
6433
0
            flags = window->Flags;
6434
0
            if (window->DockIsActive)
6435
0
            {
6436
0
                IM_ASSERT(window->DockNode != NULL);
6437
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6438
0
            }
6439
6440
            // Amend the Appearing flag
6441
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6442
0
            {
6443
0
                window->Appearing = true;
6444
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6445
0
            }
6446
0
        }
6447
0
        else
6448
0
        {
6449
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6450
0
        }
6451
0
    }
6452
6453
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6454
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6455
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6456
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6457
6458
    // We allow window memory to be compacted so recreate the base stack when needed.
6459
0
    if (window->IDStack.Size == 0)
6460
0
        window->IDStack.push_back(window->ID);
6461
6462
    // Add to stack
6463
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6464
0
    g.CurrentWindow = window;
6465
0
    ImGuiWindowStackData window_stack_data;
6466
0
    window_stack_data.Window = window;
6467
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6468
0
    window_stack_data.StackSizesOnBegin.SetToCurrentState();
6469
0
    g.CurrentWindowStack.push_back(window_stack_data);
6470
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6471
0
        g.BeginMenuCount++;
6472
6473
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6474
0
    if (first_begin_of_the_frame)
6475
0
    {
6476
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6477
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6478
0
    }
6479
6480
    // Add to focus scope stack
6481
0
    PushFocusScope(window->ID);
6482
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6483
0
    g.CurrentWindow = NULL;
6484
6485
    // Add to popup stack
6486
0
    if (flags & ImGuiWindowFlags_Popup)
6487
0
    {
6488
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6489
0
        popup_ref.Window = window;
6490
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6491
0
        g.BeginPopupStack.push_back(popup_ref);
6492
0
        window->PopupId = popup_ref.PopupId;
6493
0
    }
6494
6495
    // Process SetNextWindow***() calls
6496
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6497
0
    bool window_pos_set_by_api = false;
6498
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6499
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6500
0
    {
6501
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6502
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6503
0
        {
6504
            // May be processed on the next frame if this is our first frame and we are measuring size
6505
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6506
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6507
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6508
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6509
0
        }
6510
0
        else
6511
0
        {
6512
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6513
0
        }
6514
0
    }
6515
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6516
0
    {
6517
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6518
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6519
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6520
0
    }
6521
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6522
0
    {
6523
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6524
0
        {
6525
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6526
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6527
0
        }
6528
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6529
0
        {
6530
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6531
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6532
0
        }
6533
0
    }
6534
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6535
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6536
0
    else if (first_begin_of_the_frame)
6537
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6538
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6539
0
        window->WindowClass = g.NextWindowData.WindowClass;
6540
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6541
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6542
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6543
0
        FocusWindow(window);
6544
0
    if (window->Appearing)
6545
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6546
6547
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6548
0
    if (first_begin_of_the_frame)
6549
0
    {
6550
        // Initialize
6551
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6552
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6553
0
        window->Active = true;
6554
0
        window->HasCloseButton = (p_open != NULL);
6555
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6556
0
        window->IDStack.resize(1);
6557
0
        window->DrawList->_ResetForNewFrame();
6558
0
        window->DC.CurrentTableIdx = -1;
6559
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6560
0
        {
6561
0
            window->DrawList->ChannelsSplit(2);
6562
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6563
0
        }
6564
6565
        // Restore buffer capacity when woken from a compacted state, to avoid
6566
0
        if (window->MemoryCompacted)
6567
0
            GcAwakeTransientWindowBuffers(window);
6568
6569
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6570
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6571
0
        bool window_title_visible_elsewhere = false;
6572
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6573
0
            window_title_visible_elsewhere = true;
6574
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6575
0
            window_title_visible_elsewhere = true;
6576
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6577
0
        {
6578
0
            size_t buf_len = (size_t)window->NameBufLen;
6579
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6580
0
            window->NameBufLen = (int)buf_len;
6581
0
        }
6582
6583
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6584
6585
        // Update contents size from last frame for auto-fitting (or use explicit size)
6586
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6587
6588
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6589
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6590
        // it has a single usage before this code block and may be set below before it is finally checked.
6591
0
        if (window->HiddenFramesCanSkipItems > 0)
6592
0
            window->HiddenFramesCanSkipItems--;
6593
0
        if (window->HiddenFramesCannotSkipItems > 0)
6594
0
            window->HiddenFramesCannotSkipItems--;
6595
0
        if (window->HiddenFramesForRenderOnly > 0)
6596
0
            window->HiddenFramesForRenderOnly--;
6597
6598
        // Hide new windows for one frame until they calculate their size
6599
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6600
0
            window->HiddenFramesCannotSkipItems = 1;
6601
6602
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6603
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6604
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6605
0
        {
6606
0
            window->HiddenFramesCannotSkipItems = 1;
6607
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6608
0
            {
6609
0
                if (!window_size_x_set_by_api)
6610
0
                    window->Size.x = window->SizeFull.x = 0.f;
6611
0
                if (!window_size_y_set_by_api)
6612
0
                    window->Size.y = window->SizeFull.y = 0.f;
6613
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6614
0
            }
6615
0
        }
6616
6617
        // SELECT VIEWPORT
6618
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6619
6620
0
        WindowSelectViewport(window);
6621
0
        SetCurrentViewport(window, window->Viewport);
6622
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6623
0
        SetCurrentWindow(window);
6624
0
        flags = window->Flags;
6625
6626
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6627
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6628
6629
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6630
0
            window->WindowBorderSize = style.ChildBorderSize;
6631
0
        else
6632
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6633
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6634
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6635
0
        else
6636
0
            window->WindowPadding = style.WindowPadding;
6637
6638
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6639
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6640
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6641
6642
0
        bool use_current_size_for_scrollbar_x = window_just_created;
6643
0
        bool use_current_size_for_scrollbar_y = window_just_created;
6644
6645
        // Collapse window by double-clicking on title bar
6646
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6647
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6648
0
        {
6649
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6650
0
            ImRect title_bar_rect = window->TitleBarRect();
6651
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6652
0
                window->WantCollapseToggle = true;
6653
0
            if (window->WantCollapseToggle)
6654
0
            {
6655
0
                window->Collapsed = !window->Collapsed;
6656
0
                if (!window->Collapsed)
6657
0
                    use_current_size_for_scrollbar_y = true;
6658
0
                MarkIniSettingsDirty(window);
6659
0
            }
6660
0
        }
6661
0
        else
6662
0
        {
6663
0
            window->Collapsed = false;
6664
0
        }
6665
0
        window->WantCollapseToggle = false;
6666
6667
        // SIZE
6668
6669
        // Outer Decoration Sizes
6670
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6671
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6672
0
        window->DecoOuterSizeX1 = 0.0f;
6673
0
        window->DecoOuterSizeX2 = 0.0f;
6674
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6675
0
        window->DecoOuterSizeY2 = 0.0f;
6676
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6677
6678
        // Calculate auto-fit size, handle automatic resize
6679
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6680
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6681
0
        {
6682
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6683
0
            if (!window_size_x_set_by_api)
6684
0
            {
6685
0
                window->SizeFull.x = size_auto_fit.x;
6686
0
                use_current_size_for_scrollbar_x = true;
6687
0
            }
6688
0
            if (!window_size_y_set_by_api)
6689
0
            {
6690
0
                window->SizeFull.y = size_auto_fit.y;
6691
0
                use_current_size_for_scrollbar_y = true;
6692
0
            }
6693
0
        }
6694
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6695
0
        {
6696
            // Auto-fit may only grow window during the first few frames
6697
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6698
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6699
0
            {
6700
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6701
0
                use_current_size_for_scrollbar_x = true;
6702
0
            }
6703
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6704
0
            {
6705
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6706
0
                use_current_size_for_scrollbar_y = true;
6707
0
            }
6708
0
            if (!window->Collapsed)
6709
0
                MarkIniSettingsDirty(window);
6710
0
        }
6711
6712
        // Apply minimum/maximum window size constraints and final size
6713
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6714
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6715
6716
        // POSITION
6717
6718
        // Popup latch its initial position, will position itself when it appears next frame
6719
0
        if (window_just_activated_by_user)
6720
0
        {
6721
0
            window->AutoPosLastDirection = ImGuiDir_None;
6722
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6723
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6724
0
        }
6725
6726
        // Position child window
6727
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6728
0
        {
6729
0
            IM_ASSERT(parent_window && parent_window->Active);
6730
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6731
0
            parent_window->DC.ChildWindows.push_back(window);
6732
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6733
0
                window->Pos = parent_window->DC.CursorPos;
6734
0
        }
6735
6736
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6737
0
        if (window_pos_with_pivot)
6738
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6739
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6740
0
            window->Pos = FindBestWindowPosForPopup(window);
6741
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6742
0
            window->Pos = FindBestWindowPosForPopup(window);
6743
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6744
0
            window->Pos = FindBestWindowPosForPopup(window);
6745
6746
        // Late create viewport if we don't fit within our current host viewport.
6747
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized))
6748
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
6749
0
            {
6750
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
6751
                //ImGuiViewport* old_viewport = window->Viewport;
6752
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
6753
6754
                // FIXME-DPI
6755
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
6756
0
                SetCurrentViewport(window, window->Viewport);
6757
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6758
0
                SetCurrentWindow(window);
6759
0
            }
6760
6761
0
        if (window->ViewportOwned)
6762
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
6763
6764
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
6765
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
6766
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
6767
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
6768
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
6769
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
6770
6771
        // Clamp position/size so window stays visible within its viewport or monitor
6772
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
6773
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
6774
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
6775
0
        {
6776
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
6777
0
            {
6778
0
                ClampWindowPos(window, visibility_rect);
6779
0
            }
6780
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
6781
0
            {
6782
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
6783
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
6784
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
6785
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
6786
0
                ClampWindowPos(window, visibility_rect);
6787
0
            }
6788
0
        }
6789
0
        window->Pos = ImFloor(window->Pos);
6790
6791
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
6792
        // Large values tend to lead to variety of artifacts and are not recommended.
6793
0
        if (window->ViewportOwned || window->DockIsActive)
6794
0
            window->WindowRounding = 0.0f;
6795
0
        else
6796
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
6797
6798
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
6799
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
6800
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
6801
6802
        // Apply window focus (new and reactivated windows are moved to front)
6803
0
        bool want_focus = false;
6804
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
6805
0
        {
6806
0
            if (flags & ImGuiWindowFlags_Popup)
6807
0
                want_focus = true;
6808
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
6809
0
                want_focus = true;
6810
6811
0
            ImGuiWindow* modal = GetTopMostPopupModal();
6812
0
            if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))
6813
0
            {
6814
                // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.
6815
                // Since window is not focused it would reappear at the same display position like the last time it was visible.
6816
                // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.
6817
                // Position window behind a modal that is not a begin-parent of this window.
6818
0
                want_focus = false;
6819
0
                if (window == window->RootWindow)
6820
0
                {
6821
0
                    ImGuiWindow* blocking_modal = FindBlockingModal(window);
6822
0
                    IM_ASSERT(blocking_modal != NULL);
6823
0
                    BringWindowToDisplayBehind(window, blocking_modal);
6824
0
                }
6825
0
            }
6826
0
        }
6827
6828
        // [Test Engine] Register whole window in the item system
6829
#ifdef IMGUI_ENABLE_TEST_ENGINE
6830
        if (g.TestEngineHookItems)
6831
        {
6832
            IM_ASSERT(window->IDStack.Size == 1);
6833
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
6834
            IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID);
6835
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
6836
            window->IDStack.Size = 1;
6837
        }
6838
#endif
6839
6840
        // Decide if we are going to handle borders and resize grips
6841
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
6842
6843
        // Handle manual resize: Resize Grips, Borders, Gamepad
6844
0
        int border_held = -1;
6845
0
        ImU32 resize_grip_col[4] = {};
6846
0
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
6847
0
        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6848
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
6849
0
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
6850
0
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
6851
0
        window->ResizeBorderHeld = (signed char)border_held;
6852
6853
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
6854
0
        if (window->ViewportOwned)
6855
0
        {
6856
0
            if (!window->Viewport->PlatformRequestMove)
6857
0
                window->Viewport->Pos = window->Pos;
6858
0
            if (!window->Viewport->PlatformRequestResize)
6859
0
                window->Viewport->Size = window->Size;
6860
0
            window->Viewport->UpdateWorkRect();
6861
0
            viewport_rect = window->Viewport->GetMainRect();
6862
0
        }
6863
6864
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
6865
0
        window->ViewportPos = window->Viewport->Pos;
6866
6867
        // SCROLLBAR VISIBILITY
6868
6869
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
6870
0
        if (!window->Collapsed)
6871
0
        {
6872
            // When reading the current size we need to read it after size constraints have been applied.
6873
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
6874
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
6875
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
6876
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
6877
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
6878
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
6879
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
6880
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
6881
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
6882
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
6883
0
            if (window->ScrollbarX && !window->ScrollbarY)
6884
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
6885
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
6886
6887
            // Amend the partially filled window->DecorationXXX values.
6888
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
6889
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
6890
0
        }
6891
6892
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
6893
        // Update various regions. Variables they depend on should be set above in this function.
6894
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
6895
6896
        // Outer rectangle
6897
        // Not affected by window border size. Used by:
6898
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
6899
        // - Begin() initial clipping rect for drawing window background and borders.
6900
        // - Begin() clipping whole child
6901
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
6902
0
        const ImRect outer_rect = window->Rect();
6903
0
        const ImRect title_bar_rect = window->TitleBarRect();
6904
0
        window->OuterRectClipped = outer_rect;
6905
0
        if (window->DockIsActive)
6906
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
6907
0
        window->OuterRectClipped.ClipWith(host_rect);
6908
6909
        // Inner rectangle
6910
        // Not affected by window border size. Used by:
6911
        // - InnerClipRect
6912
        // - ScrollToRectEx()
6913
        // - NavUpdatePageUpPageDown()
6914
        // - Scrollbar()
6915
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
6916
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
6917
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
6918
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
6919
6920
        // Inner clipping rectangle.
6921
        // Will extend a little bit outside the normal work region.
6922
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
6923
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
6924
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
6925
        // Affected by window/frame border size. Used by:
6926
        // - Begin() initial clip rect
6927
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
6928
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
6929
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
6930
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
6931
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
6932
0
        window->InnerClipRect.ClipWithFull(host_rect);
6933
6934
        // Default item width. Make it proportional to window size if window manually resizes
6935
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
6936
0
            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
6937
0
        else
6938
0
            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
6939
6940
        // SCROLLING
6941
6942
        // Lock down maximum scrolling
6943
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
6944
        // for right/bottom aligned items without creating a scrollbar.
6945
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
6946
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
6947
6948
        // Apply scrolling
6949
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
6950
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
6951
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
6952
6953
        // DRAWING
6954
6955
        // Setup draw list and outer clipping rectangle
6956
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
6957
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
6958
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
6959
6960
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
6961
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
6962
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
6963
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
6964
0
        if (is_undocked_or_docked_visible)
6965
0
        {
6966
0
            bool render_decorations_in_parent = false;
6967
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
6968
0
            {
6969
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
6970
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
6971
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
6972
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
6973
0
                bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;
6974
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)
6975
0
                    render_decorations_in_parent = true;
6976
0
            }
6977
0
            if (render_decorations_in_parent)
6978
0
                window->DrawList = parent_window->DrawList;
6979
6980
            // Handle title bar, scrollbar, resize grips and resize borders
6981
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
6982
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
6983
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
6984
6985
0
            if (render_decorations_in_parent)
6986
0
                window->DrawList = &window->DrawListInst;
6987
0
        }
6988
6989
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
6990
6991
        // Work rectangle.
6992
        // Affected by window padding and border size. Used by:
6993
        // - Columns() for right-most edge
6994
        // - TreeNode(), CollapsingHeader() for right-most edge
6995
        // - BeginTabBar() for right-most edge
6996
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
6997
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
6998
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
6999
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7000
0
        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7001
0
        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7002
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7003
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7004
0
        window->ParentWorkRect = window->WorkRect;
7005
7006
        // [LEGACY] Content Region
7007
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7008
        // Used by:
7009
        // - Mouse wheel scrolling + many other things
7010
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7011
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7012
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7013
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7014
7015
        // Setup drawing context
7016
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7017
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7018
0
        window->DC.GroupOffset.x = 0.0f;
7019
0
        window->DC.ColumnsOffset.x = 0.0f;
7020
7021
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7022
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7023
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7024
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7025
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7026
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7027
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7028
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7029
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7030
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7031
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7032
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7033
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7034
7035
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7036
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7037
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7038
0
        window->DC.NavHideHighlightOneFrame = false;
7039
0
        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
7040
7041
0
        window->DC.MenuBarAppending = false;
7042
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7043
0
        window->DC.TreeDepth = 0;
7044
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7045
0
        window->DC.ChildWindows.resize(0);
7046
0
        window->DC.StateStorage = &window->StateStorage;
7047
0
        window->DC.CurrentColumns = NULL;
7048
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7049
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7050
7051
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7052
0
        window->DC.TextWrapPos = -1.0f; // disabled
7053
0
        window->DC.ItemWidthStack.resize(0);
7054
0
        window->DC.TextWrapPosStack.resize(0);
7055
7056
0
        if (window->AutoFitFramesX > 0)
7057
0
            window->AutoFitFramesX--;
7058
0
        if (window->AutoFitFramesY > 0)
7059
0
            window->AutoFitFramesY--;
7060
7061
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7062
0
        if (want_focus)
7063
0
        {
7064
0
            FocusWindow(window);
7065
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7066
0
        }
7067
7068
        // Close requested by platform window
7069
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7070
0
        {
7071
0
            if (!window->DockIsActive || window->DockTabIsVisible)
7072
0
            {
7073
0
                window->Viewport->PlatformRequestClose = false;
7074
0
                g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue.
7075
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' PlatformRequestClose\n", window->Name);
7076
0
                *p_open = false;
7077
0
            }
7078
0
        }
7079
7080
        // Title bar
7081
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7082
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7083
7084
        // Clear hit test shape every frame
7085
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7086
7087
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7088
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7089
        // Maybe we can support CTRL+C on every element?
7090
        /*
7091
        //if (g.NavWindow == window && g.ActiveId == 0)
7092
        if (g.ActiveId == window->MoveId)
7093
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7094
                LogToClipboard();
7095
        */
7096
7097
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7098
0
        {
7099
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7100
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7101
0
            if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
7102
0
                if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7103
0
                    BeginDockableDragDropSource(window);
7104
7105
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7106
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7107
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7108
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7109
0
                        BeginDockableDragDropTarget(window);
7110
0
        }
7111
7112
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7113
        // This is useful to allow creating context menus on title bar only, etc.
7114
0
        if (window->DockIsActive)
7115
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7116
0
        else
7117
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7118
7119
        // [DEBUG]
7120
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7121
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7122
0
            DebugLocateItemResolveWithLastItem();
7123
0
#endif
7124
7125
        // [Test Engine] Register title bar / tab
7126
#ifdef IMGUI_ENABLE_TEST_ENGINE
7127
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7128
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID);
7129
#endif
7130
0
    }
7131
0
    else
7132
0
    {
7133
        // Append
7134
0
        SetCurrentViewport(window, window->Viewport);
7135
0
        SetCurrentWindow(window);
7136
0
    }
7137
7138
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7139
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7140
7141
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7142
0
    window->WriteAccessed = false;
7143
0
    window->BeginCount++;
7144
0
    g.NextWindowData.ClearFlags();
7145
7146
    // Update visibility
7147
0
    if (first_begin_of_the_frame)
7148
0
    {
7149
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7150
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7151
        // This is analogous to regular windows being hidden from one frame.
7152
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7153
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7154
0
        {
7155
0
            if (window->LastFrameJustFocused == g.FrameCount)
7156
0
                window->HiddenFramesCannotSkipItems = 1;
7157
0
            else
7158
0
                window->HiddenFramesCanSkipItems = 1;
7159
0
        }
7160
7161
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7162
0
        {
7163
            // Child window can be out of sight and have "negative" clip windows.
7164
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7165
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7166
0
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7167
0
            {
7168
0
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7169
0
                if (!g.LogEnabled && !nav_request)
7170
0
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7171
0
                        window->HiddenFramesCanSkipItems = 1;
7172
0
            }
7173
7174
            // Hide along with parent or if parent is collapsed
7175
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7176
0
                window->HiddenFramesCanSkipItems = 1;
7177
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7178
0
                window->HiddenFramesCannotSkipItems = 1;
7179
0
        }
7180
7181
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7182
0
        if (style.Alpha <= 0.0f)
7183
0
            window->HiddenFramesCanSkipItems = 1;
7184
7185
        // Update the Hidden flag
7186
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7187
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7188
7189
        // Disable inputs for requested number of frames
7190
0
        if (window->DisableInputsFrames > 0)
7191
0
        {
7192
0
            window->DisableInputsFrames--;
7193
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7194
0
        }
7195
7196
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7197
0
        bool skip_items = false;
7198
0
        if (window->Collapsed || !window->Active || hidden_regular)
7199
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7200
0
                skip_items = true;
7201
0
        window->SkipItems = skip_items;
7202
7203
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7204
0
        if (window->SkipItems)
7205
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7206
7207
        // Sanity check: there are two spots which can set Appearing = true
7208
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7209
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7210
0
        if (window->SkipItems && !window->Appearing)
7211
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7212
0
    }
7213
7214
0
    return !window->SkipItems;
7215
0
}
7216
7217
void ImGui::End()
7218
0
{
7219
0
    ImGuiContext& g = *GImGui;
7220
0
    ImGuiWindow* window = g.CurrentWindow;
7221
7222
    // Error checking: verify that user hasn't called End() too many times!
7223
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7224
0
    {
7225
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7226
0
        return;
7227
0
    }
7228
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7229
7230
    // Error checking: verify that user doesn't directly call End() on a child window.
7231
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7232
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7233
7234
    // Close anything that is open
7235
0
    if (window->DC.CurrentColumns)
7236
0
        EndColumns();
7237
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7238
0
        PopClipRect();
7239
0
    PopFocusScope();
7240
7241
    // Stop logging
7242
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7243
0
        LogFinish();
7244
7245
0
    if (window->DC.IsSetPos)
7246
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7247
7248
    // Docking: report contents sizes to parent to allow for auto-resize
7249
0
    if (window->DockNode && window->DockTabIsVisible)
7250
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7251
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7252
7253
    // Pop from window stack
7254
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7255
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7256
0
        g.BeginMenuCount--;
7257
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7258
0
        g.BeginPopupStack.pop_back();
7259
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();
7260
0
    g.CurrentWindowStack.pop_back();
7261
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7262
0
    if (g.CurrentWindow)
7263
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7264
0
}
7265
7266
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7267
0
{
7268
0
    ImGuiContext& g = *GImGui;
7269
0
    IM_ASSERT(window == window->RootWindow);
7270
7271
0
    const int cur_order = window->FocusOrder;
7272
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7273
0
    if (g.WindowsFocusOrder.back() == window)
7274
0
        return;
7275
7276
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7277
0
    for (int n = cur_order; n < new_order; n++)
7278
0
    {
7279
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7280
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7281
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7282
0
    }
7283
0
    g.WindowsFocusOrder[new_order] = window;
7284
0
    window->FocusOrder = (short)new_order;
7285
0
}
7286
7287
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7288
0
{
7289
0
    ImGuiContext& g = *GImGui;
7290
0
    ImGuiWindow* current_front_window = g.Windows.back();
7291
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7292
0
        return;
7293
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7294
0
        if (g.Windows[i] == window)
7295
0
        {
7296
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7297
0
            g.Windows[g.Windows.Size - 1] = window;
7298
0
            break;
7299
0
        }
7300
0
}
7301
7302
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7303
0
{
7304
0
    ImGuiContext& g = *GImGui;
7305
0
    if (g.Windows[0] == window)
7306
0
        return;
7307
0
    for (int i = 0; i < g.Windows.Size; i++)
7308
0
        if (g.Windows[i] == window)
7309
0
        {
7310
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7311
0
            g.Windows[0] = window;
7312
0
            break;
7313
0
        }
7314
0
}
7315
7316
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7317
0
{
7318
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7319
0
    ImGuiContext& g = *GImGui;
7320
0
    window = window->RootWindow;
7321
0
    behind_window = behind_window->RootWindow;
7322
0
    int pos_wnd = FindWindowDisplayIndex(window);
7323
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7324
0
    if (pos_wnd < pos_beh)
7325
0
    {
7326
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7327
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7328
0
        g.Windows[pos_beh - 1] = window;
7329
0
    }
7330
0
    else
7331
0
    {
7332
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7333
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7334
0
        g.Windows[pos_beh] = window;
7335
0
    }
7336
0
}
7337
7338
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7339
0
{
7340
0
    ImGuiContext& g = *GImGui;
7341
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7342
0
}
7343
7344
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7345
void ImGui::FocusWindow(ImGuiWindow* window)
7346
0
{
7347
0
    ImGuiContext& g = *GImGui;
7348
7349
0
    if (g.NavWindow != window)
7350
0
    {
7351
0
        SetNavWindow(window);
7352
0
        if (window && g.NavDisableMouseHover)
7353
0
            g.NavMousePosDirty = true;
7354
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7355
0
        g.NavLayer = ImGuiNavLayer_Main;
7356
0
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7357
0
        g.NavIdIsAlive = false;
7358
7359
        // Close popups if any
7360
0
        ClosePopupsOverWindow(window, false);
7361
0
    }
7362
7363
    // Move the root window to the top of the pile
7364
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7365
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7366
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7367
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7368
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7369
7370
    // Steal active widgets. Some of the cases it triggers includes:
7371
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7372
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7373
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7374
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7375
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7376
0
            ClearActiveID();
7377
7378
    // Passing NULL allow to disable keyboard focus
7379
0
    if (!window)
7380
0
        return;
7381
0
    window->LastFrameJustFocused = g.FrameCount;
7382
7383
    // Select in dock node
7384
0
    if (dock_node && dock_node->TabBar)
7385
0
        dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7386
7387
    // Bring to front
7388
0
    BringWindowToFocusFront(focus_front_window);
7389
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7390
0
        BringWindowToDisplayFront(display_front_window);
7391
0
}
7392
7393
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
7394
0
{
7395
0
    ImGuiContext& g = *GImGui;
7396
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7397
0
    if (under_this_window != NULL)
7398
0
    {
7399
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7400
0
        int offset = -1;
7401
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7402
0
        {
7403
0
            under_this_window = under_this_window->ParentWindow;
7404
0
            offset = 0;
7405
0
        }
7406
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7407
0
    }
7408
0
    for (int i = start_idx; i >= 0; i--)
7409
0
    {
7410
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7411
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7412
0
        IM_ASSERT(window == window->RootWindow);
7413
0
        if (window != ignore_window && window->WasActive)
7414
0
            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7415
0
            {
7416
                // FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
7417
                // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7418
                // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7419
                // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7420
0
                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
7421
0
                FocusWindow(focus_window);
7422
0
                return;
7423
0
            }
7424
0
    }
7425
0
    FocusWindow(NULL);
7426
0
}
7427
7428
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7429
void ImGui::SetCurrentFont(ImFont* font)
7430
0
{
7431
0
    ImGuiContext& g = *GImGui;
7432
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7433
0
    IM_ASSERT(font->Scale > 0.0f);
7434
0
    g.Font = font;
7435
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7436
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7437
7438
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7439
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7440
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7441
0
    g.DrawListSharedData.Font = g.Font;
7442
0
    g.DrawListSharedData.FontSize = g.FontSize;
7443
0
}
7444
7445
void ImGui::PushFont(ImFont* font)
7446
0
{
7447
0
    ImGuiContext& g = *GImGui;
7448
0
    if (!font)
7449
0
        font = GetDefaultFont();
7450
0
    SetCurrentFont(font);
7451
0
    g.FontStack.push_back(font);
7452
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7453
0
}
7454
7455
void  ImGui::PopFont()
7456
0
{
7457
0
    ImGuiContext& g = *GImGui;
7458
0
    g.CurrentWindow->DrawList->PopTextureID();
7459
0
    g.FontStack.pop_back();
7460
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7461
0
}
7462
7463
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7464
0
{
7465
0
    ImGuiContext& g = *GImGui;
7466
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7467
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7468
0
    if (enabled)
7469
0
        item_flags |= option;
7470
0
    else
7471
0
        item_flags &= ~option;
7472
0
    g.CurrentItemFlags = item_flags;
7473
0
    g.ItemFlagsStack.push_back(item_flags);
7474
0
}
7475
7476
void ImGui::PopItemFlag()
7477
0
{
7478
0
    ImGuiContext& g = *GImGui;
7479
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7480
0
    g.ItemFlagsStack.pop_back();
7481
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7482
0
}
7483
7484
// BeginDisabled()/EndDisabled()
7485
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7486
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7487
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7488
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7489
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7490
void ImGui::BeginDisabled(bool disabled)
7491
0
{
7492
0
    ImGuiContext& g = *GImGui;
7493
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7494
0
    if (!was_disabled && disabled)
7495
0
    {
7496
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7497
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7498
0
    }
7499
0
    if (was_disabled || disabled)
7500
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7501
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7502
0
    g.DisabledStackSize++;
7503
0
}
7504
7505
void ImGui::EndDisabled()
7506
0
{
7507
0
    ImGuiContext& g = *GImGui;
7508
0
    IM_ASSERT(g.DisabledStackSize > 0);
7509
0
    g.DisabledStackSize--;
7510
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7511
    //PopItemFlag();
7512
0
    g.ItemFlagsStack.pop_back();
7513
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7514
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7515
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7516
0
}
7517
7518
// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.
7519
void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
7520
0
{
7521
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);
7522
0
}
7523
7524
void ImGui::PopAllowKeyboardFocus()
7525
0
{
7526
0
    PopItemFlag();
7527
0
}
7528
7529
void ImGui::PushButtonRepeat(bool repeat)
7530
0
{
7531
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7532
0
}
7533
7534
void ImGui::PopButtonRepeat()
7535
0
{
7536
0
    PopItemFlag();
7537
0
}
7538
7539
void ImGui::PushTextWrapPos(float wrap_pos_x)
7540
0
{
7541
0
    ImGuiWindow* window = GetCurrentWindow();
7542
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7543
0
    window->DC.TextWrapPos = wrap_pos_x;
7544
0
}
7545
7546
void ImGui::PopTextWrapPos()
7547
0
{
7548
0
    ImGuiWindow* window = GetCurrentWindow();
7549
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7550
0
    window->DC.TextWrapPosStack.pop_back();
7551
0
}
7552
7553
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7554
0
{
7555
0
    ImGuiWindow* last_window = NULL;
7556
0
    while (last_window != window)
7557
0
    {
7558
0
        last_window = window;
7559
0
        window = window->RootWindow;
7560
0
        if (popup_hierarchy)
7561
0
            window = window->RootWindowPopupTree;
7562
0
    if (dock_hierarchy)
7563
0
      window = window->RootWindowDockTree;
7564
0
  }
7565
0
    return window;
7566
0
}
7567
7568
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7569
0
{
7570
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7571
0
    if (window_root == potential_parent)
7572
0
        return true;
7573
0
    while (window != NULL)
7574
0
    {
7575
0
        if (window == potential_parent)
7576
0
            return true;
7577
0
        if (window == window_root) // end of chain
7578
0
            return false;
7579
0
        window = window->ParentWindow;
7580
0
    }
7581
0
    return false;
7582
0
}
7583
7584
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7585
0
{
7586
0
    if (window->RootWindow == potential_parent)
7587
0
        return true;
7588
0
    while (window != NULL)
7589
0
    {
7590
0
        if (window == potential_parent)
7591
0
            return true;
7592
0
        window = window->ParentWindowInBeginStack;
7593
0
    }
7594
0
    return false;
7595
0
}
7596
7597
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7598
0
{
7599
0
    ImGuiContext& g = *GImGui;
7600
7601
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7602
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7603
0
    if (display_layer_delta != 0)
7604
0
        return display_layer_delta > 0;
7605
7606
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7607
0
    {
7608
0
        ImGuiWindow* candidate_window = g.Windows[i];
7609
0
        if (candidate_window == potential_above)
7610
0
            return true;
7611
0
        if (candidate_window == potential_below)
7612
0
            return false;
7613
0
    }
7614
0
    return false;
7615
0
}
7616
7617
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7618
0
{
7619
0
    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function
7620
0
    ImGuiContext& g = *GImGui;
7621
0
    ImGuiWindow* ref_window = g.HoveredWindow;
7622
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7623
0
    if (ref_window == NULL)
7624
0
        return false;
7625
7626
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7627
0
    {
7628
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7629
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7630
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7631
0
        if (flags & ImGuiHoveredFlags_RootWindow)
7632
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7633
7634
0
        bool result;
7635
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
7636
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7637
0
        else
7638
0
            result = (ref_window == cur_window);
7639
0
        if (!result)
7640
0
            return false;
7641
0
    }
7642
7643
0
    if (!IsWindowContentHoverable(ref_window, flags))
7644
0
        return false;
7645
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7646
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7647
0
            return false;
7648
0
    return true;
7649
0
}
7650
7651
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7652
0
{
7653
0
    ImGuiContext& g = *GImGui;
7654
0
    ImGuiWindow* ref_window = g.NavWindow;
7655
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7656
7657
0
    if (ref_window == NULL)
7658
0
        return false;
7659
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
7660
0
        return true;
7661
7662
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7663
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7664
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7665
0
    if (flags & ImGuiHoveredFlags_RootWindow)
7666
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7667
7668
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
7669
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7670
0
    else
7671
0
        return (ref_window == cur_window);
7672
0
}
7673
7674
ImGuiID ImGui::GetWindowDockID()
7675
0
{
7676
0
    ImGuiContext& g = *GImGui;
7677
0
    return g.CurrentWindow->DockId;
7678
0
}
7679
7680
bool ImGui::IsWindowDocked()
7681
0
{
7682
0
    ImGuiContext& g = *GImGui;
7683
0
    return g.CurrentWindow->DockIsActive;
7684
0
}
7685
7686
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7687
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7688
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7689
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7690
0
{
7691
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7692
0
}
7693
7694
float ImGui::GetWindowWidth()
7695
0
{
7696
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7697
0
    return window->Size.x;
7698
0
}
7699
7700
float ImGui::GetWindowHeight()
7701
0
{
7702
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7703
0
    return window->Size.y;
7704
0
}
7705
7706
ImVec2 ImGui::GetWindowPos()
7707
0
{
7708
0
    ImGuiContext& g = *GImGui;
7709
0
    ImGuiWindow* window = g.CurrentWindow;
7710
0
    return window->Pos;
7711
0
}
7712
7713
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
7714
0
{
7715
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7716
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
7717
0
        return;
7718
7719
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7720
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7721
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
7722
7723
    // Set
7724
0
    const ImVec2 old_pos = window->Pos;
7725
0
    window->Pos = ImFloor(pos);
7726
0
    ImVec2 offset = window->Pos - old_pos;
7727
0
    if (offset.x == 0.0f && offset.y == 0.0f)
7728
0
        return;
7729
0
    MarkIniSettingsDirty(window);
7730
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
7731
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
7732
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
7733
0
    window->DC.IdealMaxPos += offset;
7734
0
    window->DC.CursorStartPos += offset;
7735
0
}
7736
7737
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
7738
0
{
7739
0
    ImGuiWindow* window = GetCurrentWindowRead();
7740
0
    SetWindowPos(window, pos, cond);
7741
0
}
7742
7743
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
7744
0
{
7745
0
    if (ImGuiWindow* window = FindWindowByName(name))
7746
0
        SetWindowPos(window, pos, cond);
7747
0
}
7748
7749
ImVec2 ImGui::GetWindowSize()
7750
0
{
7751
0
    ImGuiWindow* window = GetCurrentWindowRead();
7752
0
    return window->Size;
7753
0
}
7754
7755
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
7756
0
{
7757
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7758
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
7759
0
        return;
7760
7761
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7762
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7763
7764
    // Set
7765
0
    ImVec2 old_size = window->SizeFull;
7766
0
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
7767
0
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
7768
0
    if (size.x <= 0.0f)
7769
0
        window->AutoFitOnlyGrows = false;
7770
0
    else
7771
0
        window->SizeFull.x = IM_FLOOR(size.x);
7772
0
    if (size.y <= 0.0f)
7773
0
        window->AutoFitOnlyGrows = false;
7774
0
    else
7775
0
        window->SizeFull.y = IM_FLOOR(size.y);
7776
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
7777
0
        MarkIniSettingsDirty(window);
7778
0
}
7779
7780
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
7781
0
{
7782
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
7783
0
}
7784
7785
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
7786
0
{
7787
0
    if (ImGuiWindow* window = FindWindowByName(name))
7788
0
        SetWindowSize(window, size, cond);
7789
0
}
7790
7791
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
7792
0
{
7793
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7794
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
7795
0
        return;
7796
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7797
7798
    // Set
7799
0
    window->Collapsed = collapsed;
7800
0
}
7801
7802
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
7803
0
{
7804
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
7805
0
    window->HitTestHoleSize = ImVec2ih(size);
7806
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
7807
0
}
7808
7809
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
7810
0
{
7811
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
7812
0
}
7813
7814
bool ImGui::IsWindowCollapsed()
7815
0
{
7816
0
    ImGuiWindow* window = GetCurrentWindowRead();
7817
0
    return window->Collapsed;
7818
0
}
7819
7820
bool ImGui::IsWindowAppearing()
7821
0
{
7822
0
    ImGuiWindow* window = GetCurrentWindowRead();
7823
0
    return window->Appearing;
7824
0
}
7825
7826
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
7827
0
{
7828
0
    if (ImGuiWindow* window = FindWindowByName(name))
7829
0
        SetWindowCollapsed(window, collapsed, cond);
7830
0
}
7831
7832
void ImGui::SetWindowFocus()
7833
0
{
7834
0
    FocusWindow(GImGui->CurrentWindow);
7835
0
}
7836
7837
void ImGui::SetWindowFocus(const char* name)
7838
0
{
7839
0
    if (name)
7840
0
    {
7841
0
        if (ImGuiWindow* window = FindWindowByName(name))
7842
0
            FocusWindow(window);
7843
0
    }
7844
0
    else
7845
0
    {
7846
0
        FocusWindow(NULL);
7847
0
    }
7848
0
}
7849
7850
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
7851
0
{
7852
0
    ImGuiContext& g = *GImGui;
7853
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7854
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
7855
0
    g.NextWindowData.PosVal = pos;
7856
0
    g.NextWindowData.PosPivotVal = pivot;
7857
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
7858
0
    g.NextWindowData.PosUndock = true;
7859
0
}
7860
7861
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
7862
0
{
7863
0
    ImGuiContext& g = *GImGui;
7864
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7865
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
7866
0
    g.NextWindowData.SizeVal = size;
7867
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
7868
0
}
7869
7870
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
7871
0
{
7872
0
    ImGuiContext& g = *GImGui;
7873
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
7874
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
7875
0
    g.NextWindowData.SizeCallback = custom_callback;
7876
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
7877
0
}
7878
7879
// Content size = inner scrollable rectangle, padded with WindowPadding.
7880
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
7881
void ImGui::SetNextWindowContentSize(const ImVec2& size)
7882
0
{
7883
0
    ImGuiContext& g = *GImGui;
7884
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
7885
0
    g.NextWindowData.ContentSizeVal = ImFloor(size);
7886
0
}
7887
7888
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
7889
0
{
7890
0
    ImGuiContext& g = *GImGui;
7891
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
7892
0
    g.NextWindowData.ScrollVal = scroll;
7893
0
}
7894
7895
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
7896
0
{
7897
0
    ImGuiContext& g = *GImGui;
7898
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7899
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
7900
0
    g.NextWindowData.CollapsedVal = collapsed;
7901
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
7902
0
}
7903
7904
void ImGui::SetNextWindowFocus()
7905
0
{
7906
0
    ImGuiContext& g = *GImGui;
7907
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
7908
0
}
7909
7910
void ImGui::SetNextWindowBgAlpha(float alpha)
7911
0
{
7912
0
    ImGuiContext& g = *GImGui;
7913
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
7914
0
    g.NextWindowData.BgAlphaVal = alpha;
7915
0
}
7916
7917
void ImGui::SetNextWindowViewport(ImGuiID id)
7918
0
{
7919
0
    ImGuiContext& g = *GImGui;
7920
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
7921
0
    g.NextWindowData.ViewportId = id;
7922
0
}
7923
7924
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
7925
0
{
7926
0
    ImGuiContext& g = *GImGui;
7927
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
7928
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
7929
0
    g.NextWindowData.DockId = id;
7930
0
}
7931
7932
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
7933
0
{
7934
0
    ImGuiContext& g = *GImGui;
7935
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
7936
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
7937
0
    g.NextWindowData.WindowClass = *window_class;
7938
0
}
7939
7940
ImDrawList* ImGui::GetWindowDrawList()
7941
0
{
7942
0
    ImGuiWindow* window = GetCurrentWindow();
7943
0
    return window->DrawList;
7944
0
}
7945
7946
float ImGui::GetWindowDpiScale()
7947
0
{
7948
0
    ImGuiContext& g = *GImGui;
7949
0
    return g.CurrentDpiScale;
7950
0
}
7951
7952
ImGuiViewport* ImGui::GetWindowViewport()
7953
0
{
7954
0
    ImGuiContext& g = *GImGui;
7955
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
7956
0
    return g.CurrentViewport;
7957
0
}
7958
7959
ImFont* ImGui::GetFont()
7960
0
{
7961
0
    return GImGui->Font;
7962
0
}
7963
7964
float ImGui::GetFontSize()
7965
0
{
7966
0
    return GImGui->FontSize;
7967
0
}
7968
7969
ImVec2 ImGui::GetFontTexUvWhitePixel()
7970
0
{
7971
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
7972
0
}
7973
7974
void ImGui::SetWindowFontScale(float scale)
7975
0
{
7976
0
    IM_ASSERT(scale > 0.0f);
7977
0
    ImGuiContext& g = *GImGui;
7978
0
    ImGuiWindow* window = GetCurrentWindow();
7979
0
    window->FontWindowScale = scale;
7980
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
7981
0
}
7982
7983
void ImGui::ActivateItem(ImGuiID id)
7984
0
{
7985
0
    ImGuiContext& g = *GImGui;
7986
0
    g.NavNextActivateId = id;
7987
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
7988
0
}
7989
7990
void ImGui::PushFocusScope(ImGuiID id)
7991
0
{
7992
0
    ImGuiContext& g = *GImGui;
7993
0
    g.FocusScopeStack.push_back(id);
7994
0
    g.CurrentFocusScopeId = id;
7995
0
}
7996
7997
void ImGui::PopFocusScope()
7998
0
{
7999
0
    ImGuiContext& g = *GImGui;
8000
0
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8001
0
    g.FocusScopeStack.pop_back();
8002
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8003
0
}
8004
8005
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8006
void ImGui::SetKeyboardFocusHere(int offset)
8007
0
{
8008
0
    ImGuiContext& g = *GImGui;
8009
0
    ImGuiWindow* window = g.CurrentWindow;
8010
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8011
0
    IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8012
8013
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8014
    // When we refactor this function into ActivateItem() we may want to make this an option.
8015
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8016
    // is also automatically dropped in the event g.ActiveId is stolen.
8017
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8018
0
    {
8019
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8020
0
        return;
8021
0
    }
8022
8023
0
    SetNavWindow(window);
8024
8025
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8026
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8027
0
    if (offset == -1)
8028
0
    {
8029
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8030
0
    }
8031
0
    else
8032
0
    {
8033
0
        g.NavTabbingDir = 1;
8034
0
        g.NavTabbingCounter = offset + 1;
8035
0
    }
8036
0
}
8037
8038
void ImGui::SetItemDefaultFocus()
8039
0
{
8040
0
    ImGuiContext& g = *GImGui;
8041
0
    ImGuiWindow* window = g.CurrentWindow;
8042
0
    if (!window->Appearing)
8043
0
        return;
8044
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8045
0
        return;
8046
8047
0
    g.NavInitRequest = false;
8048
0
    g.NavInitResultId = g.LastItemData.ID;
8049
0
    g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);
8050
0
    NavUpdateAnyRequestFlag();
8051
8052
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8053
0
    if (!IsItemVisible())
8054
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8055
0
}
8056
8057
void ImGui::SetStateStorage(ImGuiStorage* tree)
8058
0
{
8059
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8060
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8061
0
}
8062
8063
ImGuiStorage* ImGui::GetStateStorage()
8064
0
{
8065
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8066
0
    return window->DC.StateStorage;
8067
0
}
8068
8069
void ImGui::PushID(const char* str_id)
8070
0
{
8071
0
    ImGuiContext& g = *GImGui;
8072
0
    ImGuiWindow* window = g.CurrentWindow;
8073
0
    ImGuiID id = window->GetID(str_id);
8074
0
    window->IDStack.push_back(id);
8075
0
}
8076
8077
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8078
0
{
8079
0
    ImGuiContext& g = *GImGui;
8080
0
    ImGuiWindow* window = g.CurrentWindow;
8081
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8082
0
    window->IDStack.push_back(id);
8083
0
}
8084
8085
void ImGui::PushID(const void* ptr_id)
8086
0
{
8087
0
    ImGuiContext& g = *GImGui;
8088
0
    ImGuiWindow* window = g.CurrentWindow;
8089
0
    ImGuiID id = window->GetID(ptr_id);
8090
0
    window->IDStack.push_back(id);
8091
0
}
8092
8093
void ImGui::PushID(int int_id)
8094
0
{
8095
0
    ImGuiContext& g = *GImGui;
8096
0
    ImGuiWindow* window = g.CurrentWindow;
8097
0
    ImGuiID id = window->GetID(int_id);
8098
0
    window->IDStack.push_back(id);
8099
0
}
8100
8101
// Push a given id value ignoring the ID stack as a seed.
8102
void ImGui::PushOverrideID(ImGuiID id)
8103
0
{
8104
0
    ImGuiContext& g = *GImGui;
8105
0
    ImGuiWindow* window = g.CurrentWindow;
8106
0
    if (g.DebugHookIdInfo == id)
8107
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8108
0
    window->IDStack.push_back(id);
8109
0
}
8110
8111
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8112
// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
8113
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8114
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8115
0
{
8116
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8117
0
    ImGuiContext& g = *GImGui;
8118
0
    if (g.DebugHookIdInfo == id)
8119
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8120
0
    return id;
8121
0
}
8122
8123
void ImGui::PopID()
8124
0
{
8125
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8126
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8127
0
    window->IDStack.pop_back();
8128
0
}
8129
8130
ImGuiID ImGui::GetID(const char* str_id)
8131
0
{
8132
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8133
0
    return window->GetID(str_id);
8134
0
}
8135
8136
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8137
0
{
8138
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8139
0
    return window->GetID(str_id_begin, str_id_end);
8140
0
}
8141
8142
ImGuiID ImGui::GetID(const void* ptr_id)
8143
0
{
8144
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8145
0
    return window->GetID(ptr_id);
8146
0
}
8147
8148
bool ImGui::IsRectVisible(const ImVec2& size)
8149
0
{
8150
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8151
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8152
0
}
8153
8154
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8155
0
{
8156
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8157
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8158
0
}
8159
8160
8161
//-----------------------------------------------------------------------------
8162
// [SECTION] INPUTS
8163
//-----------------------------------------------------------------------------
8164
// - GetKeyData() [Internal]
8165
// - GetKeyIndex() [Internal]
8166
// - GetKeyName()
8167
// - GetKeyChordName() [Internal]
8168
// - CalcTypematicRepeatAmount() [Internal]
8169
// - GetTypematicRepeatRate() [Internal]
8170
// - GetKeyPressedAmount() [Internal]
8171
// - GetKeyMagnitude2d() [Internal]
8172
//-----------------------------------------------------------------------------
8173
// - UpdateKeyRoutingTable() [Internal]
8174
// - GetRoutingIdFromOwnerId() [Internal]
8175
// - GetShortcutRoutingData() [Internal]
8176
// - CalcRoutingScore() [Internal]
8177
// - SetShortcutRouting() [Internal]
8178
// - TestShortcutRouting() [Internal]
8179
//-----------------------------------------------------------------------------
8180
// - IsKeyDown()
8181
// - IsKeyPressed()
8182
// - IsKeyReleased()
8183
//-----------------------------------------------------------------------------
8184
// - IsMouseDown()
8185
// - IsMouseClicked()
8186
// - IsMouseReleased()
8187
// - IsMouseDoubleClicked()
8188
// - GetMouseClickedCount()
8189
// - IsMouseHoveringRect() [Internal]
8190
// - IsMouseDragPastThreshold() [Internal]
8191
// - IsMouseDragging()
8192
// - GetMousePos()
8193
// - GetMousePosOnOpeningCurrentPopup()
8194
// - IsMousePosValid()
8195
// - IsAnyMouseDown()
8196
// - GetMouseDragDelta()
8197
// - ResetMouseDragDelta()
8198
// - GetMouseCursor()
8199
// - SetMouseCursor()
8200
//-----------------------------------------------------------------------------
8201
// - UpdateAliasKey()
8202
// - GetMergedModsFromKeys()
8203
// - UpdateKeyboardInputs()
8204
// - UpdateMouseInputs()
8205
//-----------------------------------------------------------------------------
8206
// - LockWheelingWindow [Internal]
8207
// - FindBestWheelingWindow [Internal]
8208
// - UpdateMouseWheel() [Internal]
8209
//-----------------------------------------------------------------------------
8210
// - SetNextFrameWantCaptureKeyboard()
8211
// - SetNextFrameWantCaptureMouse()
8212
//-----------------------------------------------------------------------------
8213
// - GetInputSourceName() [Internal]
8214
// - DebugPrintInputEvent() [Internal]
8215
// - UpdateInputEvents() [Internal]
8216
//-----------------------------------------------------------------------------
8217
// - GetKeyOwner() [Internal]
8218
// - TestKeyOwner() [Internal]
8219
// - SetKeyOwner() [Internal]
8220
// - SetItemKeyOwner() [Internal]
8221
// - Shortcut() [Internal]
8222
//-----------------------------------------------------------------------------
8223
8224
ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)
8225
0
{
8226
0
    ImGuiContext& g = *GImGui;
8227
8228
    // Special storage location for mods
8229
0
    if (key & ImGuiMod_Mask_)
8230
0
        key = ConvertSingleModFlagToKey(key);
8231
8232
0
    int index;
8233
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8234
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8235
    if (IsLegacyKey(key))
8236
        index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native
8237
    else
8238
        index = key;
8239
#else
8240
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8241
0
    index = key - ImGuiKey_NamedKey_BEGIN;
8242
0
#endif
8243
0
    return &g.IO.KeysData[index];
8244
0
}
8245
8246
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8247
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8248
{
8249
    ImGuiContext& g = *GImGui;
8250
    IM_ASSERT(IsNamedKey(key));
8251
    const ImGuiKeyData* key_data = GetKeyData(key);
8252
    return (ImGuiKey)(key_data - g.IO.KeysData);
8253
}
8254
#endif
8255
8256
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8257
static const char* const GKeyNames[] =
8258
{
8259
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8260
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8261
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8262
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8263
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8264
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8265
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8266
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8267
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8268
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8269
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8270
    "GamepadStart", "GamepadBack",
8271
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8272
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8273
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8274
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8275
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8276
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8277
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8278
};
8279
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8280
8281
const char* ImGui::GetKeyName(ImGuiKey key)
8282
0
{
8283
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8284
0
    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8285
#else
8286
    if (IsLegacyKey(key))
8287
    {
8288
        ImGuiIO& io = GetIO();
8289
        if (io.KeyMap[key] == -1)
8290
            return "N/A";
8291
        IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));
8292
        key = (ImGuiKey)io.KeyMap[key];
8293
    }
8294
#endif
8295
0
    if (key == ImGuiKey_None)
8296
0
        return "None";
8297
0
    if (key & ImGuiMod_Mask_)
8298
0
        key = ConvertSingleModFlagToKey(key);
8299
0
    if (!IsNamedKey(key))
8300
0
        return "Unknown";
8301
8302
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8303
0
}
8304
8305
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8306
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8307
0
{
8308
0
    ImGuiContext& g = *GImGui;
8309
0
    if (key_chord & ImGuiMod_Shortcut)
8310
0
        key_chord = ConvertShortcutMod(key_chord);
8311
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8312
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8313
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8314
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8315
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8316
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8317
0
}
8318
8319
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8320
// t1 = current time (e.g.: g.Time)
8321
// An event is triggered at:
8322
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8323
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8324
0
{
8325
0
    if (t1 == 0.0f)
8326
0
        return 1;
8327
0
    if (t0 >= t1)
8328
0
        return 0;
8329
0
    if (repeat_rate <= 0.0f)
8330
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8331
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8332
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8333
0
    const int count = count_t1 - count_t0;
8334
0
    return count;
8335
0
}
8336
8337
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8338
0
{
8339
0
    ImGuiContext& g = *GImGui;
8340
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8341
0
    {
8342
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8343
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8344
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8345
0
    }
8346
0
}
8347
8348
// Return value representing the number of presses in the last time period, for the given repeat rate
8349
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8350
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8351
0
{
8352
0
    ImGuiContext& g = *GImGui;
8353
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8354
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8355
0
        return 0;
8356
0
    const float t = key_data->DownDuration;
8357
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8358
0
}
8359
8360
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8361
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8362
0
{
8363
0
    return ImVec2(
8364
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8365
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8366
0
}
8367
8368
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8369
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8370
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8371
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8372
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8373
0
{
8374
0
    ImGuiContext& g = *GImGui;
8375
0
    rt->EntriesNext.resize(0);
8376
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8377
0
    {
8378
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8379
0
        ImGuiKeyRoutingData* routing_entry;
8380
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8381
0
        {
8382
0
            routing_entry = &rt->Entries[old_routing_idx];
8383
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8384
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8385
0
            routing_entry->RoutingNextScore = 255;
8386
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8387
0
                continue;
8388
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8389
8390
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8391
0
            if (routing_entry->Mods == g.IO.KeyMods)
8392
0
            {
8393
0
                ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
8394
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8395
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8396
0
            }
8397
0
        }
8398
8399
        // Rewrite linked-list
8400
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8401
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8402
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8403
0
    }
8404
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8405
0
}
8406
8407
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8408
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8409
0
{
8410
0
    ImGuiContext& g = *GImGui;
8411
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8412
0
}
8413
8414
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8415
0
{
8416
    // Majority of shortcuts will be Key + any number of Mods
8417
    // We accept _Single_ mod with ImGuiKey_None.
8418
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8419
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8420
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8421
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8422
0
    ImGuiContext& g = *GImGui;
8423
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8424
0
    ImGuiKeyRoutingData* routing_data;
8425
0
    if (key_chord & ImGuiMod_Shortcut)
8426
0
        key_chord = ConvertShortcutMod(key_chord);
8427
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8428
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8429
0
    if (key == ImGuiKey_None)
8430
0
        key = ConvertSingleModFlagToKey(mods);
8431
0
    IM_ASSERT(IsNamedKey(key));
8432
8433
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8434
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8435
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8436
0
    {
8437
0
        routing_data = &rt->Entries[idx];
8438
0
        if (routing_data->Mods == mods)
8439
0
            return routing_data;
8440
0
    }
8441
8442
    // Add to linked-list
8443
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8444
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8445
0
    routing_data = &rt->Entries[routing_data_idx];
8446
0
    routing_data->Mods = (ImU16)mods;
8447
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8448
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8449
0
    return routing_data;
8450
0
}
8451
8452
// Current score encoding (lower is highest priority):
8453
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8454
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8455
//  -   2: ImGuiInputFlags_RouteGlobal
8456
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8457
//  - 254: ImGuiInputFlags_RouteGlobalLow
8458
//  - 255: never route
8459
// 'flags' should include an explicit routing policy
8460
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8461
0
{
8462
0
    if (flags & ImGuiInputFlags_RouteFocused)
8463
0
    {
8464
0
        ImGuiContext& g = *GImGui;
8465
0
        ImGuiWindow* focused = g.NavWindow;
8466
8467
        // ActiveID gets top priority
8468
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8469
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8470
0
            return 1;
8471
8472
        // Score based on distance to focused window (lower is better)
8473
        // Assuming both windows are submitting a routing request,
8474
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8475
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8476
        // Assuming only WindowA is submitting a routing request,
8477
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8478
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8479
0
            for (int next_score = 3; focused != NULL; next_score++)
8480
0
            {
8481
0
                if (focused == location)
8482
0
                {
8483
0
                    IM_ASSERT(next_score < 255);
8484
0
                    return next_score;
8485
0
                }
8486
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8487
0
            }
8488
0
        return 255;
8489
0
    }
8490
8491
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8492
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8493
0
        return 2;
8494
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8495
0
        return 254;
8496
0
    return 0;
8497
0
}
8498
8499
// Request a desired route for an input chord (key + mods).
8500
// Return true if the route is available this frame.
8501
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8502
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8503
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8504
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8505
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8506
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8507
0
{
8508
0
    ImGuiContext& g = *GImGui;
8509
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8510
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8511
0
    else
8512
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8513
8514
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8515
0
        if (g.NavWindow == NULL)
8516
0
            return false;
8517
0
    if (flags & ImGuiInputFlags_RouteAlways)
8518
0
        return true;
8519
8520
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8521
0
    if (score == 255)
8522
0
        return false;
8523
8524
    // Submit routing for NEXT frame (assuming score is sufficient)
8525
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8526
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8527
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8528
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8529
0
    if (score < routing_data->RoutingNextScore)
8530
0
    {
8531
0
        routing_data->RoutingNext = routing_id;
8532
0
        routing_data->RoutingNextScore = (ImU8)score;
8533
0
    }
8534
8535
    // Return routing state for CURRENT frame
8536
0
    return routing_data->RoutingCurr == routing_id;
8537
0
}
8538
8539
// Currently unused by core (but used by tests)
8540
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8541
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8542
0
{
8543
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8544
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8545
0
    return routing_data->RoutingCurr == routing_id;
8546
0
}
8547
8548
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8549
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8550
bool ImGui::IsKeyDown(ImGuiKey key)
8551
0
{
8552
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8553
0
}
8554
8555
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8556
0
{
8557
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8558
0
    if (!key_data->Down)
8559
0
        return false;
8560
0
    if (!TestKeyOwner(key, owner_id))
8561
0
        return false;
8562
0
    return true;
8563
0
}
8564
8565
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8566
0
{
8567
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8568
0
}
8569
8570
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8571
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8572
0
{
8573
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8574
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8575
0
        return false;
8576
0
    const float t = key_data->DownDuration;
8577
0
    if (t < 0.0f)
8578
0
        return false;
8579
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8580
8581
0
    bool pressed = (t == 0.0f);
8582
0
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8583
0
    {
8584
0
        float repeat_delay, repeat_rate;
8585
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8586
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8587
0
    }
8588
0
    if (!pressed)
8589
0
        return false;
8590
0
    if (!TestKeyOwner(key, owner_id))
8591
0
        return false;
8592
0
    return true;
8593
0
}
8594
8595
bool ImGui::IsKeyReleased(ImGuiKey key)
8596
0
{
8597
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8598
0
}
8599
8600
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8601
0
{
8602
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8603
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8604
0
        return false;
8605
0
    if (!TestKeyOwner(key, owner_id))
8606
0
        return false;
8607
0
    return true;
8608
0
}
8609
8610
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8611
0
{
8612
0
    ImGuiContext& g = *GImGui;
8613
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8614
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8615
0
}
8616
8617
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8618
0
{
8619
0
    ImGuiContext& g = *GImGui;
8620
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8621
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8622
0
}
8623
8624
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8625
0
{
8626
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8627
0
}
8628
8629
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8630
0
{
8631
0
    ImGuiContext& g = *GImGui;
8632
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8633
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8634
0
        return false;
8635
0
    const float t = g.IO.MouseDownDuration[button];
8636
0
    if (t < 0.0f)
8637
0
        return false;
8638
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8639
8640
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8641
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8642
0
    if (!pressed)
8643
0
        return false;
8644
8645
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8646
0
        return false;
8647
8648
0
    return true;
8649
0
}
8650
8651
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8652
0
{
8653
0
    ImGuiContext& g = *GImGui;
8654
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8655
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8656
0
}
8657
8658
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8659
0
{
8660
0
    ImGuiContext& g = *GImGui;
8661
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8662
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8663
0
}
8664
8665
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8666
0
{
8667
0
    ImGuiContext& g = *GImGui;
8668
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8669
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8670
0
}
8671
8672
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
8673
0
{
8674
0
    ImGuiContext& g = *GImGui;
8675
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8676
0
    return g.IO.MouseClickedCount[button];
8677
0
}
8678
8679
// Test if mouse cursor is hovering given rectangle
8680
// NB- Rectangle is clipped by our current clip setting
8681
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
8682
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
8683
0
{
8684
0
    ImGuiContext& g = *GImGui;
8685
8686
    // Clip
8687
0
    ImRect rect_clipped(r_min, r_max);
8688
0
    if (clip)
8689
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
8690
8691
    // Expand for touch input
8692
0
    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
8693
0
    if (!rect_for_touch.Contains(g.IO.MousePos))
8694
0
        return false;
8695
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
8696
0
        return false;
8697
0
    return true;
8698
0
}
8699
8700
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
8701
// [Internal] This doesn't test if the button is pressed
8702
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
8703
0
{
8704
0
    ImGuiContext& g = *GImGui;
8705
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8706
0
    if (lock_threshold < 0.0f)
8707
0
        lock_threshold = g.IO.MouseDragThreshold;
8708
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
8709
0
}
8710
8711
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
8712
0
{
8713
0
    ImGuiContext& g = *GImGui;
8714
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8715
0
    if (!g.IO.MouseDown[button])
8716
0
        return false;
8717
0
    return IsMouseDragPastThreshold(button, lock_threshold);
8718
0
}
8719
8720
ImVec2 ImGui::GetMousePos()
8721
0
{
8722
0
    ImGuiContext& g = *GImGui;
8723
0
    return g.IO.MousePos;
8724
0
}
8725
8726
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
8727
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
8728
0
{
8729
0
    ImGuiContext& g = *GImGui;
8730
0
    if (g.BeginPopupStack.Size > 0)
8731
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
8732
0
    return g.IO.MousePos;
8733
0
}
8734
8735
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
8736
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
8737
0
{
8738
    // The assert is only to silence a false-positive in XCode Static Analysis.
8739
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
8740
0
    IM_ASSERT(GImGui != NULL);
8741
0
    const float MOUSE_INVALID = -256000.0f;
8742
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
8743
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
8744
0
}
8745
8746
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
8747
bool ImGui::IsAnyMouseDown()
8748
0
{
8749
0
    ImGuiContext& g = *GImGui;
8750
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
8751
0
        if (g.IO.MouseDown[n])
8752
0
            return true;
8753
0
    return false;
8754
0
}
8755
8756
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
8757
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
8758
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
8759
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
8760
0
{
8761
0
    ImGuiContext& g = *GImGui;
8762
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8763
0
    if (lock_threshold < 0.0f)
8764
0
        lock_threshold = g.IO.MouseDragThreshold;
8765
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
8766
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
8767
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
8768
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
8769
0
    return ImVec2(0.0f, 0.0f);
8770
0
}
8771
8772
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
8773
0
{
8774
0
    ImGuiContext& g = *GImGui;
8775
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8776
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
8777
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
8778
0
}
8779
8780
// Get desired mouse cursor shape.
8781
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
8782
// updated during the frame, and locked in EndFrame()/Render().
8783
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
8784
ImGuiMouseCursor ImGui::GetMouseCursor()
8785
0
{
8786
0
    ImGuiContext& g = *GImGui;
8787
0
    return g.MouseCursor;
8788
0
}
8789
8790
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
8791
0
{
8792
0
    ImGuiContext& g = *GImGui;
8793
0
    g.MouseCursor = cursor_type;
8794
0
}
8795
8796
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
8797
0
{
8798
0
    IM_ASSERT(ImGui::IsAliasKey(key));
8799
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
8800
0
    key_data->Down = v;
8801
0
    key_data->AnalogValue = analog_value;
8802
0
}
8803
8804
// [Internal] Do not use directly
8805
static ImGuiKeyChord GetMergedModsFromKeys()
8806
0
{
8807
0
    ImGuiKeyChord mods = 0;
8808
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
8809
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
8810
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
8811
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
8812
0
    return mods;
8813
0
}
8814
8815
static void ImGui::UpdateKeyboardInputs()
8816
0
{
8817
0
    ImGuiContext& g = *GImGui;
8818
0
    ImGuiIO& io = g.IO;
8819
8820
    // Import legacy keys or verify they are not used
8821
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8822
    if (io.BackendUsingLegacyKeyArrays == 0)
8823
    {
8824
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
8825
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
8826
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
8827
    }
8828
    else
8829
    {
8830
        if (g.FrameCount == 0)
8831
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8832
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
8833
8834
        // Build reverse KeyMap (Named -> Legacy)
8835
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
8836
            if (io.KeyMap[n] != -1)
8837
            {
8838
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
8839
                io.KeyMap[io.KeyMap[n]] = n;
8840
            }
8841
8842
        // Import legacy keys into new ones
8843
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8844
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
8845
            {
8846
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
8847
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
8848
                io.KeysData[key].Down = io.KeysDown[n];
8849
                if (key != n)
8850
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
8851
                io.BackendUsingLegacyKeyArrays = 1;
8852
            }
8853
        if (io.BackendUsingLegacyKeyArrays == 1)
8854
        {
8855
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
8856
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
8857
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
8858
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
8859
        }
8860
    }
8861
8862
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8863
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
8864
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
8865
    {
8866
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
8867
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
8868
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
8869
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
8870
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
8871
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
8872
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
8873
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
8874
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
8875
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
8876
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
8877
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
8878
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
8879
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
8880
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
8881
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
8882
        #undef NAV_MAP_KEY
8883
    }
8884
#endif
8885
#endif
8886
8887
    // Update aliases
8888
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
8889
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
8890
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
8891
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
8892
8893
    // Synchronize io.KeyMods and io.KeyXXX values.
8894
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
8895
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
8896
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
8897
0
    io.KeyMods = GetMergedModsFromKeys();
8898
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
8899
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
8900
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
8901
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
8902
8903
    // Clear gamepad data if disabled
8904
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
8905
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
8906
0
        {
8907
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
8908
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
8909
0
        }
8910
8911
    // Update keys
8912
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
8913
0
    {
8914
0
        ImGuiKeyData* key_data = &io.KeysData[i];
8915
0
        key_data->DownDurationPrev = key_data->DownDuration;
8916
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
8917
0
    }
8918
8919
    // Update keys/input owner (named keys only): one entry per key
8920
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8921
0
    {
8922
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
8923
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
8924
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
8925
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
8926
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
8927
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
8928
0
    }
8929
8930
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
8931
0
}
8932
8933
static void ImGui::UpdateMouseInputs()
8934
0
{
8935
0
    ImGuiContext& g = *GImGui;
8936
0
    ImGuiIO& io = g.IO;
8937
8938
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
8939
0
    if (IsMousePosValid(&io.MousePos))
8940
0
        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
8941
8942
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
8943
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
8944
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
8945
0
    else
8946
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
8947
8948
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
8949
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
8950
0
        g.NavDisableMouseHover = false;
8951
8952
0
    io.MousePosPrev = io.MousePos;
8953
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
8954
0
    {
8955
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
8956
0
        io.MouseClickedCount[i] = 0; // Will be filled below
8957
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
8958
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
8959
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
8960
0
        if (io.MouseClicked[i])
8961
0
        {
8962
0
            bool is_repeated_click = false;
8963
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
8964
0
            {
8965
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
8966
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
8967
0
                    is_repeated_click = true;
8968
0
            }
8969
0
            if (is_repeated_click)
8970
0
                io.MouseClickedLastCount[i]++;
8971
0
            else
8972
0
                io.MouseClickedLastCount[i] = 1;
8973
0
            io.MouseClickedTime[i] = g.Time;
8974
0
            io.MouseClickedPos[i] = io.MousePos;
8975
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
8976
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
8977
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
8978
0
        }
8979
0
        else if (io.MouseDown[i])
8980
0
        {
8981
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
8982
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
8983
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
8984
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
8985
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
8986
0
        }
8987
8988
        // We provide io.MouseDoubleClicked[] as a legacy service
8989
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
8990
8991
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
8992
0
        if (io.MouseClicked[i])
8993
0
            g.NavDisableMouseHover = false;
8994
0
    }
8995
0
}
8996
8997
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
8998
0
{
8999
0
    ImGuiContext& g = *GImGui;
9000
0
    if (window)
9001
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9002
0
    else
9003
0
        g.WheelingWindowReleaseTimer = 0.0f;
9004
0
    if (g.WheelingWindow == window)
9005
0
        return;
9006
0
    IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9007
0
    g.WheelingWindow = window;
9008
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9009
0
    if (window == NULL)
9010
0
    {
9011
0
        g.WheelingWindowStartFrame = -1;
9012
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9013
0
    }
9014
0
}
9015
9016
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9017
0
{
9018
    // For each axis, find window in the hierarchy that may want to use scrolling
9019
0
    ImGuiContext& g = *GImGui;
9020
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9021
0
    for (int axis = 0; axis < 2; axis++)
9022
0
        if (wheel[axis] != 0.0f)
9023
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9024
0
            {
9025
                // Bubble up into parent window if:
9026
                // - a child window doesn't allow any scrolling.
9027
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9028
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9029
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9030
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9031
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9032
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9033
0
                    break; // select this window
9034
0
            }
9035
0
    if (windows[0] == NULL && windows[1] == NULL)
9036
0
        return NULL;
9037
9038
    // If there's only one window or only one axis then there's no ambiguity
9039
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9040
0
        return windows[1] ? windows[1] : windows[0];
9041
9042
    // If candidate are different windows we need to decide which one to prioritize
9043
    // - First frame: only find a winner if one axis is zero.
9044
    // - Subsequent frames: only find a winner when one is more than the other.
9045
0
    if (g.WheelingWindowStartFrame == -1)
9046
0
        g.WheelingWindowStartFrame = g.FrameCount;
9047
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9048
0
    {
9049
0
        g.WheelingWindowWheelRemainder = wheel;
9050
0
        return NULL;
9051
0
    }
9052
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9053
0
}
9054
9055
// Called by NewFrame()
9056
void ImGui::UpdateMouseWheel()
9057
0
{
9058
    // Reset the locked window if we move the mouse or after the timer elapses.
9059
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9060
0
    ImGuiContext& g = *GImGui;
9061
0
    if (g.WheelingWindow != NULL)
9062
0
    {
9063
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9064
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9065
0
            g.WheelingWindowReleaseTimer = 0.0f;
9066
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9067
0
            LockWheelingWindow(NULL, 0.0f);
9068
0
    }
9069
9070
0
    ImVec2 wheel;
9071
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9072
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9073
9074
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9075
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9076
0
    if (!mouse_window || mouse_window->Collapsed)
9077
0
        return;
9078
9079
    // Zoom / Scale window
9080
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9081
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9082
0
    {
9083
0
        LockWheelingWindow(mouse_window, wheel.y);
9084
0
        ImGuiWindow* window = mouse_window;
9085
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9086
0
        const float scale = new_font_scale / window->FontWindowScale;
9087
0
        window->FontWindowScale = new_font_scale;
9088
0
        if (window == window->RootWindow)
9089
0
        {
9090
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9091
0
            SetWindowPos(window, window->Pos + offset, 0);
9092
0
            window->Size = ImFloor(window->Size * scale);
9093
0
            window->SizeFull = ImFloor(window->SizeFull * scale);
9094
0
        }
9095
0
        return;
9096
0
    }
9097
0
    if (g.IO.KeyCtrl)
9098
0
        return;
9099
9100
    // Mouse wheel scrolling
9101
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9102
    // (we avoid doing it on OSX as it the OS input layer handles this already)
9103
0
    const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
9104
0
    if (swap_axis)
9105
0
    {
9106
0
        wheel.x = wheel.y;
9107
0
        wheel.y = 0.0f;
9108
0
    }
9109
9110
    // Maintain a rough average of moving magnitude on both axises
9111
    // FIXME: should by based on wall clock time rather than frame-counter
9112
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9113
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9114
9115
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9116
0
    wheel += g.WheelingWindowWheelRemainder;
9117
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9118
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9119
0
        return;
9120
9121
    // Mouse wheel scrolling: find target and apply
9122
    // - don't renew lock if axis doesn't apply on the window.
9123
    // - select a main axis when both axises are being moved.
9124
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9125
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9126
0
        {
9127
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9128
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9129
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9130
0
            if (do_scroll[ImGuiAxis_X])
9131
0
            {
9132
0
                LockWheelingWindow(window, wheel.x);
9133
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9134
0
                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
9135
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9136
0
            }
9137
0
            if (do_scroll[ImGuiAxis_Y])
9138
0
            {
9139
0
                LockWheelingWindow(window, wheel.y);
9140
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9141
0
                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
9142
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9143
0
            }
9144
0
        }
9145
0
}
9146
9147
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9148
0
{
9149
0
    ImGuiContext& g = *GImGui;
9150
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9151
0
}
9152
9153
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9154
0
{
9155
0
    ImGuiContext& g = *GImGui;
9156
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9157
0
}
9158
9159
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9160
static const char* GetInputSourceName(ImGuiInputSource source)
9161
0
{
9162
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" };
9163
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9164
0
    return input_source_names[source];
9165
0
}
9166
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9167
0
{
9168
0
    ImGuiContext& g = *GImGui;
9169
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
9170
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
9171
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
9172
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("%s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9173
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9174
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9175
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9176
0
}
9177
#endif
9178
9179
// Process input queue
9180
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9181
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9182
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9183
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9184
0
{
9185
0
    ImGuiContext& g = *GImGui;
9186
0
    ImGuiIO& io = g.IO;
9187
9188
    // Only trickle chars<>key when working with InputText()
9189
    // FIXME: InputText() could parse event trail?
9190
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9191
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9192
9193
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9194
0
    int  mouse_button_changed = 0x00;
9195
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9196
9197
0
    int event_n = 0;
9198
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9199
0
    {
9200
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9201
0
        if (e->Type == ImGuiInputEventType_MousePos)
9202
0
        {
9203
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9204
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9205
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9206
0
                break;
9207
0
            io.MousePos = event_pos;
9208
0
            mouse_moved = true;
9209
0
        }
9210
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9211
0
        {
9212
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9213
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9214
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9215
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9216
0
                break;
9217
0
            io.MouseDown[button] = e->MouseButton.Down;
9218
0
            mouse_button_changed |= (1 << button);
9219
0
        }
9220
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9221
0
        {
9222
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9223
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9224
0
                break;
9225
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9226
0
            io.MouseWheel += e->MouseWheel.WheelY;
9227
0
            mouse_wheeled = true;
9228
0
        }
9229
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9230
0
        {
9231
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9232
0
        }
9233
0
        else if (e->Type == ImGuiInputEventType_Key)
9234
0
        {
9235
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9236
0
            ImGuiKey key = e->Key.Key;
9237
0
            IM_ASSERT(key != ImGuiKey_None);
9238
0
            ImGuiKeyData* key_data = GetKeyData(key);
9239
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9240
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9241
0
                break;
9242
0
            key_data->Down = e->Key.Down;
9243
0
            key_data->AnalogValue = e->Key.AnalogValue;
9244
0
            key_changed = true;
9245
0
            key_changed_mask.SetBit(key_data_index);
9246
9247
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9248
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9249
            io.KeysDown[key_data_index] = key_data->Down;
9250
            if (io.KeyMap[key_data_index] != -1)
9251
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9252
#endif
9253
0
        }
9254
0
        else if (e->Type == ImGuiInputEventType_Text)
9255
0
        {
9256
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9257
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9258
0
                break;
9259
0
            unsigned int c = e->Text.Char;
9260
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9261
0
            if (trickle_interleaved_keys_and_text)
9262
0
                text_inputted = true;
9263
0
        }
9264
0
        else if (e->Type == ImGuiInputEventType_Focus)
9265
0
        {
9266
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9267
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9268
0
            const bool focus_lost = !e->AppFocused.Focused;
9269
0
            io.AppFocusLost = focus_lost;
9270
0
        }
9271
0
        else
9272
0
        {
9273
0
            IM_ASSERT(0 && "Unknown event!");
9274
0
        }
9275
0
    }
9276
9277
    // Record trail (for domain-specific applications wanting to access a precise trail)
9278
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9279
0
    for (int n = 0; n < event_n; n++)
9280
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9281
9282
    // [DEBUG]
9283
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9284
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9285
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9286
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9287
0
#endif
9288
9289
    // Remaining events will be processed on the next frame
9290
0
    if (event_n == g.InputEventsQueue.Size)
9291
0
        g.InputEventsQueue.resize(0);
9292
0
    else
9293
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9294
9295
    // Clear buttons state when focus is lost
9296
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9297
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9298
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9299
0
    if (g.IO.AppFocusLost)
9300
0
        g.IO.ClearInputKeys();
9301
0
}
9302
9303
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9304
0
{
9305
0
    if (!IsNamedKeyOrModKey(key))
9306
0
        return ImGuiKeyOwner_None;
9307
9308
0
    ImGuiContext& g = *GImGui;
9309
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9310
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9311
9312
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9313
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9314
0
            return ImGuiKeyOwner_None;
9315
9316
0
    return owner_id;
9317
0
}
9318
9319
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9320
// TestKeyOwner(..., None) : (owner == None)
9321
// TestKeyOwner(..., Any)  : no owner test
9322
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9323
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9324
0
{
9325
0
    if (!IsNamedKeyOrModKey(key))
9326
0
        return true;
9327
9328
0
    ImGuiContext& g = *GImGui;
9329
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9330
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9331
0
            return false;
9332
9333
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9334
0
    if (owner_id == ImGuiKeyOwner_Any)
9335
0
        return (owner_data->LockThisFrame == false);
9336
9337
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9338
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9339
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9340
0
    if (owner_data->OwnerCurr != owner_id)
9341
0
    {
9342
0
        if (owner_data->LockThisFrame)
9343
0
            return false;
9344
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9345
0
            return false;
9346
0
    }
9347
9348
0
    return true;
9349
0
}
9350
9351
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9352
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9353
// - SetKeyOwner(..., None)              : clears owner
9354
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9355
// - SetKeyOwner(..., Any or None, Lock) : set lock
9356
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9357
0
{
9358
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9359
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9360
9361
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9362
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9363
9364
    // We cannot lock by default as it would likely break lots of legacy code.
9365
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9366
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9367
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9368
0
}
9369
9370
// This is more or less equivalent to:
9371
//   if (IsItemHovered() || IsItemActive())
9372
//       SetKeyOwner(key, GetItemID());
9373
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9374
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9375
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9376
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9377
0
{
9378
0
    ImGuiContext& g = *GImGui;
9379
0
    ImGuiID id = g.LastItemData.ID;
9380
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9381
0
        return;
9382
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9383
0
        flags |= ImGuiInputFlags_CondDefault_;
9384
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9385
0
    {
9386
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9387
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9388
0
    }
9389
0
}
9390
9391
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9392
0
{
9393
0
    ImGuiContext& g = *GImGui;
9394
9395
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9396
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9397
0
        flags |= ImGuiInputFlags_RouteFocused;
9398
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9399
0
        return false;
9400
9401
0
    if (key_chord & ImGuiMod_Shortcut)
9402
0
        key_chord = ConvertShortcutMod(key_chord);
9403
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9404
0
    if (g.IO.KeyMods != mods)
9405
0
        return false;
9406
9407
    // Special storage location for mods
9408
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9409
0
    if (key == ImGuiKey_None)
9410
0
        key = ConvertSingleModFlagToKey(mods);
9411
9412
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9413
0
        return false;
9414
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9415
9416
0
    return true;
9417
0
}
9418
9419
9420
//-----------------------------------------------------------------------------
9421
// [SECTION] ERROR CHECKING
9422
//-----------------------------------------------------------------------------
9423
9424
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9425
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9426
// If this triggers you have an issue:
9427
// - Most commonly: mismatched headers and compiled code version.
9428
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9429
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9430
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9431
//   Otherwise it is possible that different compilation units would see different structure layout
9432
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9433
0
{
9434
0
    bool error = false;
9435
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9436
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9437
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9438
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9439
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9440
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9441
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9442
0
    return !error;
9443
0
}
9444
9445
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9446
// This is causing issues and ambiguity and we need to retire that.
9447
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9448
// [Scenario 1]
9449
//  Previously this would make the window content size ~200x200:
9450
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9451
//  Instead, please submit an item:
9452
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9453
//  Alternative:
9454
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9455
// [Scenario 2]
9456
//  For reference this is one of the issue what we aim to fix with this change:
9457
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9458
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9459
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9460
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9461
0
{
9462
0
    ImGuiContext& g = *GImGui;
9463
0
    ImGuiWindow* window = g.CurrentWindow;
9464
0
    IM_ASSERT(window->DC.IsSetPos);
9465
0
    window->DC.IsSetPos = false;
9466
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9467
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9468
0
        return;
9469
0
    if (window->SkipItems)
9470
0
        return;
9471
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9472
#else
9473
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9474
#endif
9475
0
}
9476
9477
static void ImGui::ErrorCheckNewFrameSanityChecks()
9478
0
{
9479
0
    ImGuiContext& g = *GImGui;
9480
9481
    // Check user IM_ASSERT macro
9482
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9483
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9484
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9485
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9486
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9487
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9488
9489
    // Check user data
9490
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9491
0
    IM_ASSERT(g.Initialized);
9492
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9493
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9494
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9495
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9496
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9497
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9498
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9499
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9500
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9501
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9502
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9503
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9504
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9505
9506
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9507
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9508
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9509
#endif
9510
9511
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9512
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9513
0
        g.IO.ConfigWindowsResizeFromEdges = false;
9514
9515
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9516
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9517
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9518
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9519
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9520
9521
    // Perform simple checks: multi-viewport and platform windows support
9522
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9523
0
    {
9524
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9525
0
        {
9526
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9527
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9528
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9529
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9530
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9531
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9532
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9533
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9534
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9535
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9536
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9537
0
        }
9538
0
        else
9539
0
        {
9540
            // Disable feature, our backends do not support it
9541
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9542
0
        }
9543
9544
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9545
0
        for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
9546
0
        {
9547
0
            ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
9548
0
            IM_UNUSED(mon);
9549
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9550
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9551
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9552
0
        }
9553
0
    }
9554
0
}
9555
9556
static void ImGui::ErrorCheckEndFrameSanityChecks()
9557
0
{
9558
0
    ImGuiContext& g = *GImGui;
9559
9560
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9561
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9562
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9563
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9564
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9565
    // while still correctly asserting on mid-frame key press events.
9566
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9567
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9568
0
    IM_UNUSED(key_mods);
9569
9570
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9571
    //ErrorCheckEndFrameRecover();
9572
9573
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9574
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9575
0
    if (g.CurrentWindowStack.Size != 1)
9576
0
    {
9577
0
        if (g.CurrentWindowStack.Size > 1)
9578
0
        {
9579
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9580
0
            while (g.CurrentWindowStack.Size > 1)
9581
0
                End();
9582
0
        }
9583
0
        else
9584
0
        {
9585
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9586
0
        }
9587
0
    }
9588
9589
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9590
0
}
9591
9592
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9593
// Must be called during or before EndFrame().
9594
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9595
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9596
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9597
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9598
0
{
9599
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9600
0
    ImGuiContext& g = *GImGui;
9601
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9602
0
    {
9603
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9604
0
        ImGuiWindow* window = g.CurrentWindow;
9605
0
        if (g.CurrentWindowStack.Size == 1)
9606
0
        {
9607
0
            IM_ASSERT(window->IsFallbackWindow);
9608
0
            break;
9609
0
        }
9610
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9611
0
        {
9612
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9613
0
            EndChild();
9614
0
        }
9615
0
        else
9616
0
        {
9617
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9618
0
            End();
9619
0
        }
9620
0
    }
9621
0
}
9622
9623
// Must be called before End()/EndChild()
9624
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9625
0
{
9626
0
    ImGuiContext& g = *GImGui;
9627
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
9628
0
    {
9629
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
9630
0
        EndTable();
9631
0
    }
9632
9633
0
    ImGuiWindow* window = g.CurrentWindow;
9634
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
9635
0
    IM_ASSERT(window != NULL);
9636
0
    while (g.CurrentTabBar != NULL) //-V1044
9637
0
    {
9638
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
9639
0
        EndTabBar();
9640
0
    }
9641
0
    while (window->DC.TreeDepth > 0)
9642
0
    {
9643
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
9644
0
        TreePop();
9645
0
    }
9646
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
9647
0
    {
9648
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
9649
0
        EndGroup();
9650
0
    }
9651
0
    while (window->IDStack.Size > 1)
9652
0
    {
9653
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
9654
0
        PopID();
9655
0
    }
9656
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
9657
0
    {
9658
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
9659
0
        EndDisabled();
9660
0
    }
9661
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
9662
0
    {
9663
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
9664
0
        PopStyleColor();
9665
0
    }
9666
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
9667
0
    {
9668
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
9669
0
        PopItemFlag();
9670
0
    }
9671
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
9672
0
    {
9673
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
9674
0
        PopStyleVar();
9675
0
    }
9676
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
9677
0
    {
9678
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
9679
0
        PopFocusScope();
9680
0
    }
9681
0
}
9682
9683
// Save current stack sizes for later compare
9684
void ImGuiStackSizes::SetToCurrentState()
9685
0
{
9686
0
    ImGuiContext& g = *GImGui;
9687
0
    ImGuiWindow* window = g.CurrentWindow;
9688
0
    SizeOfIDStack = (short)window->IDStack.Size;
9689
0
    SizeOfColorStack = (short)g.ColorStack.Size;
9690
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
9691
0
    SizeOfFontStack = (short)g.FontStack.Size;
9692
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
9693
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
9694
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
9695
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
9696
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
9697
0
}
9698
9699
// Compare to detect usage errors
9700
void ImGuiStackSizes::CompareWithCurrentState()
9701
0
{
9702
0
    ImGuiContext& g = *GImGui;
9703
0
    ImGuiWindow* window = g.CurrentWindow;
9704
0
    IM_UNUSED(window);
9705
9706
    // Window stacks
9707
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
9708
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
9709
9710
    // Global stacks
9711
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
9712
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
9713
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
9714
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
9715
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
9716
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
9717
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
9718
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
9719
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
9720
0
}
9721
9722
9723
//-----------------------------------------------------------------------------
9724
// [SECTION] LAYOUT
9725
//-----------------------------------------------------------------------------
9726
// - ItemSize()
9727
// - ItemAdd()
9728
// - SameLine()
9729
// - GetCursorScreenPos()
9730
// - SetCursorScreenPos()
9731
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
9732
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
9733
// - GetCursorStartPos()
9734
// - Indent()
9735
// - Unindent()
9736
// - SetNextItemWidth()
9737
// - PushItemWidth()
9738
// - PushMultiItemsWidths()
9739
// - PopItemWidth()
9740
// - CalcItemWidth()
9741
// - CalcItemSize()
9742
// - GetTextLineHeight()
9743
// - GetTextLineHeightWithSpacing()
9744
// - GetFrameHeight()
9745
// - GetFrameHeightWithSpacing()
9746
// - GetContentRegionMax()
9747
// - GetContentRegionMaxAbs() [Internal]
9748
// - GetContentRegionAvail(),
9749
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
9750
// - BeginGroup()
9751
// - EndGroup()
9752
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
9753
//-----------------------------------------------------------------------------
9754
9755
// Advance cursor given item size for layout.
9756
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
9757
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
9758
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
9759
0
{
9760
0
    ImGuiContext& g = *GImGui;
9761
0
    ImGuiWindow* window = g.CurrentWindow;
9762
0
    if (window->SkipItems)
9763
0
        return;
9764
9765
    // We increase the height in this function to accommodate for baseline offset.
9766
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
9767
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
9768
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
9769
9770
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
9771
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
9772
9773
    // Always align ourselves on pixel boundaries
9774
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
9775
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
9776
0
    window->DC.CursorPosPrevLine.y = line_y1;
9777
0
    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
9778
0
    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
9779
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
9780
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
9781
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
9782
9783
0
    window->DC.PrevLineSize.y = line_height;
9784
0
    window->DC.CurrLineSize.y = 0.0f;
9785
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
9786
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
9787
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
9788
9789
    // Horizontal layout mode
9790
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
9791
0
        SameLine();
9792
0
}
9793
9794
// Declare item bounding box for clipping and interaction.
9795
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
9796
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
9797
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
9798
0
{
9799
0
    ImGuiContext& g = *GImGui;
9800
0
    ImGuiWindow* window = g.CurrentWindow;
9801
9802
    // Set item data
9803
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
9804
0
    g.LastItemData.ID = id;
9805
0
    g.LastItemData.Rect = bb;
9806
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
9807
0
    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
9808
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
9809
9810
    // Directional navigation processing
9811
0
    if (id != 0)
9812
0
    {
9813
0
        KeepAliveID(id);
9814
9815
        // Runs prior to clipping early-out
9816
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
9817
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
9818
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
9819
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
9820
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
9821
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
9822
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
9823
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
9824
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
9825
0
        {
9826
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
9827
0
            if (g.NavId == id || g.NavAnyRequest)
9828
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
9829
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
9830
0
                        NavProcessItem();
9831
0
        }
9832
9833
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
9834
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
9835
        // READ THE FAQ: https://dearimgui.org/faq
9836
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
9837
0
    }
9838
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
9839
9840
#ifdef IMGUI_ENABLE_TEST_ENGINE
9841
    if (id != 0)
9842
        IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
9843
#endif
9844
9845
    // Clipping test
9846
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
9847
    //const bool is_clipped = IsClippedEx(bb, id);
9848
    //if (is_clipped)
9849
    //    return false;
9850
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
9851
0
    if (!is_rect_visible)
9852
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
9853
0
            if (!g.LogEnabled)
9854
0
                return false;
9855
9856
    // [DEBUG]
9857
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9858
0
    if (id != 0 && id == g.DebugLocateId)
9859
0
        DebugLocateItemResolveWithLastItem();
9860
0
#endif
9861
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
9862
9863
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
9864
0
    if (is_rect_visible)
9865
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
9866
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
9867
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
9868
0
    return true;
9869
0
}
9870
9871
// Gets back to previous line and continue with horizontal layout
9872
//      offset_from_start_x == 0 : follow right after previous item
9873
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
9874
//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0
9875
//      spacing_w >= 0           : enforce spacing amount
9876
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
9877
0
{
9878
0
    ImGuiContext& g = *GImGui;
9879
0
    ImGuiWindow* window = g.CurrentWindow;
9880
0
    if (window->SkipItems)
9881
0
        return;
9882
9883
0
    if (offset_from_start_x != 0.0f)
9884
0
    {
9885
0
        if (spacing_w < 0.0f)
9886
0
            spacing_w = 0.0f;
9887
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
9888
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
9889
0
    }
9890
0
    else
9891
0
    {
9892
0
        if (spacing_w < 0.0f)
9893
0
            spacing_w = g.Style.ItemSpacing.x;
9894
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
9895
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
9896
0
    }
9897
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
9898
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
9899
0
    window->DC.IsSameLine = true;
9900
0
}
9901
9902
ImVec2 ImGui::GetCursorScreenPos()
9903
0
{
9904
0
    ImGuiWindow* window = GetCurrentWindowRead();
9905
0
    return window->DC.CursorPos;
9906
0
}
9907
9908
// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.
9909
// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)
9910
// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...
9911
void ImGui::SetCursorScreenPos(const ImVec2& pos)
9912
0
{
9913
0
    ImGuiWindow* window = GetCurrentWindow();
9914
0
    window->DC.CursorPos = pos;
9915
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9916
0
    window->DC.IsSetPos = true;
9917
0
}
9918
9919
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
9920
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
9921
ImVec2 ImGui::GetCursorPos()
9922
0
{
9923
0
    ImGuiWindow* window = GetCurrentWindowRead();
9924
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
9925
0
}
9926
9927
float ImGui::GetCursorPosX()
9928
0
{
9929
0
    ImGuiWindow* window = GetCurrentWindowRead();
9930
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
9931
0
}
9932
9933
float ImGui::GetCursorPosY()
9934
0
{
9935
0
    ImGuiWindow* window = GetCurrentWindowRead();
9936
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
9937
0
}
9938
9939
void ImGui::SetCursorPos(const ImVec2& local_pos)
9940
0
{
9941
0
    ImGuiWindow* window = GetCurrentWindow();
9942
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
9943
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9944
0
    window->DC.IsSetPos = true;
9945
0
}
9946
9947
void ImGui::SetCursorPosX(float x)
9948
0
{
9949
0
    ImGuiWindow* window = GetCurrentWindow();
9950
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
9951
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
9952
0
    window->DC.IsSetPos = true;
9953
0
}
9954
9955
void ImGui::SetCursorPosY(float y)
9956
0
{
9957
0
    ImGuiWindow* window = GetCurrentWindow();
9958
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
9959
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
9960
0
    window->DC.IsSetPos = true;
9961
0
}
9962
9963
ImVec2 ImGui::GetCursorStartPos()
9964
0
{
9965
0
    ImGuiWindow* window = GetCurrentWindowRead();
9966
0
    return window->DC.CursorStartPos - window->Pos;
9967
0
}
9968
9969
void ImGui::Indent(float indent_w)
9970
0
{
9971
0
    ImGuiContext& g = *GImGui;
9972
0
    ImGuiWindow* window = GetCurrentWindow();
9973
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
9974
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
9975
0
}
9976
9977
void ImGui::Unindent(float indent_w)
9978
0
{
9979
0
    ImGuiContext& g = *GImGui;
9980
0
    ImGuiWindow* window = GetCurrentWindow();
9981
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
9982
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
9983
0
}
9984
9985
// Affect large frame+labels widgets only.
9986
void ImGui::SetNextItemWidth(float item_width)
9987
0
{
9988
0
    ImGuiContext& g = *GImGui;
9989
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
9990
0
    g.NextItemData.Width = item_width;
9991
0
}
9992
9993
// FIXME: Remove the == 0.0f behavior?
9994
void ImGui::PushItemWidth(float item_width)
9995
0
{
9996
0
    ImGuiContext& g = *GImGui;
9997
0
    ImGuiWindow* window = g.CurrentWindow;
9998
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
9999
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10000
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10001
0
}
10002
10003
void ImGui::PushMultiItemsWidths(int components, float w_full)
10004
0
{
10005
0
    ImGuiContext& g = *GImGui;
10006
0
    ImGuiWindow* window = g.CurrentWindow;
10007
0
    const ImGuiStyle& style = g.Style;
10008
0
    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10009
0
    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10010
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10011
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10012
0
    for (int i = 0; i < components - 2; i++)
10013
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10014
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10015
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10016
0
}
10017
10018
void ImGui::PopItemWidth()
10019
0
{
10020
0
    ImGuiWindow* window = GetCurrentWindow();
10021
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10022
0
    window->DC.ItemWidthStack.pop_back();
10023
0
}
10024
10025
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10026
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10027
float ImGui::CalcItemWidth()
10028
0
{
10029
0
    ImGuiContext& g = *GImGui;
10030
0
    ImGuiWindow* window = g.CurrentWindow;
10031
0
    float w;
10032
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10033
0
        w = g.NextItemData.Width;
10034
0
    else
10035
0
        w = window->DC.ItemWidth;
10036
0
    if (w < 0.0f)
10037
0
    {
10038
0
        float region_max_x = GetContentRegionMaxAbs().x;
10039
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10040
0
    }
10041
0
    w = IM_FLOOR(w);
10042
0
    return w;
10043
0
}
10044
10045
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10046
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10047
// Note that only CalcItemWidth() is publicly exposed.
10048
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10049
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10050
0
{
10051
0
    ImGuiContext& g = *GImGui;
10052
0
    ImGuiWindow* window = g.CurrentWindow;
10053
10054
0
    ImVec2 region_max;
10055
0
    if (size.x < 0.0f || size.y < 0.0f)
10056
0
        region_max = GetContentRegionMaxAbs();
10057
10058
0
    if (size.x == 0.0f)
10059
0
        size.x = default_w;
10060
0
    else if (size.x < 0.0f)
10061
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10062
10063
0
    if (size.y == 0.0f)
10064
0
        size.y = default_h;
10065
0
    else if (size.y < 0.0f)
10066
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10067
10068
0
    return size;
10069
0
}
10070
10071
float ImGui::GetTextLineHeight()
10072
0
{
10073
0
    ImGuiContext& g = *GImGui;
10074
0
    return g.FontSize;
10075
0
}
10076
10077
float ImGui::GetTextLineHeightWithSpacing()
10078
0
{
10079
0
    ImGuiContext& g = *GImGui;
10080
0
    return g.FontSize + g.Style.ItemSpacing.y;
10081
0
}
10082
10083
float ImGui::GetFrameHeight()
10084
0
{
10085
0
    ImGuiContext& g = *GImGui;
10086
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10087
0
}
10088
10089
float ImGui::GetFrameHeightWithSpacing()
10090
0
{
10091
0
    ImGuiContext& g = *GImGui;
10092
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10093
0
}
10094
10095
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10096
10097
// FIXME: This is in window space (not screen space!).
10098
ImVec2 ImGui::GetContentRegionMax()
10099
0
{
10100
0
    ImGuiContext& g = *GImGui;
10101
0
    ImGuiWindow* window = g.CurrentWindow;
10102
0
    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
10103
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10104
0
        mx.x = window->WorkRect.Max.x - window->Pos.x;
10105
0
    return mx;
10106
0
}
10107
10108
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10109
ImVec2 ImGui::GetContentRegionMaxAbs()
10110
0
{
10111
0
    ImGuiContext& g = *GImGui;
10112
0
    ImGuiWindow* window = g.CurrentWindow;
10113
0
    ImVec2 mx = window->ContentRegionRect.Max;
10114
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10115
0
        mx.x = window->WorkRect.Max.x;
10116
0
    return mx;
10117
0
}
10118
10119
ImVec2 ImGui::GetContentRegionAvail()
10120
0
{
10121
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10122
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10123
0
}
10124
10125
// In window space (not screen space!)
10126
ImVec2 ImGui::GetWindowContentRegionMin()
10127
0
{
10128
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10129
0
    return window->ContentRegionRect.Min - window->Pos;
10130
0
}
10131
10132
ImVec2 ImGui::GetWindowContentRegionMax()
10133
0
{
10134
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10135
0
    return window->ContentRegionRect.Max - window->Pos;
10136
0
}
10137
10138
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10139
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10140
// FIXME-OPT: Could we safely early out on ->SkipItems?
10141
void ImGui::BeginGroup()
10142
0
{
10143
0
    ImGuiContext& g = *GImGui;
10144
0
    ImGuiWindow* window = g.CurrentWindow;
10145
10146
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10147
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10148
0
    group_data.WindowID = window->ID;
10149
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10150
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10151
0
    group_data.BackupIndent = window->DC.Indent;
10152
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10153
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10154
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10155
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10156
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10157
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10158
0
    group_data.EmitItem = true;
10159
10160
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10161
0
    window->DC.Indent = window->DC.GroupOffset;
10162
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10163
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10164
0
    if (g.LogEnabled)
10165
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10166
0
}
10167
10168
void ImGui::EndGroup()
10169
0
{
10170
0
    ImGuiContext& g = *GImGui;
10171
0
    ImGuiWindow* window = g.CurrentWindow;
10172
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10173
10174
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10175
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10176
10177
0
    if (window->DC.IsSetPos)
10178
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10179
10180
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10181
10182
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10183
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10184
0
    window->DC.Indent = group_data.BackupIndent;
10185
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10186
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10187
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10188
0
    if (g.LogEnabled)
10189
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10190
10191
0
    if (!group_data.EmitItem)
10192
0
    {
10193
0
        g.GroupStack.pop_back();
10194
0
        return;
10195
0
    }
10196
10197
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10198
0
    ItemSize(group_bb.GetSize());
10199
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10200
10201
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10202
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10203
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10204
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10205
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10206
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10207
0
    if (group_contains_curr_active_id)
10208
0
        g.LastItemData.ID = g.ActiveId;
10209
0
    else if (group_contains_prev_active_id)
10210
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10211
0
    g.LastItemData.Rect = group_bb;
10212
10213
    // Forward Hovered flag
10214
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10215
0
    if (group_contains_curr_hovered_id)
10216
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10217
10218
    // Forward Edited flag
10219
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10220
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10221
10222
    // Forward Deactivated flag
10223
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10224
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10225
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10226
10227
0
    g.GroupStack.pop_back();
10228
    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10229
0
}
10230
10231
10232
//-----------------------------------------------------------------------------
10233
// [SECTION] SCROLLING
10234
//-----------------------------------------------------------------------------
10235
10236
// Helper to snap on edges when aiming at an item very close to the edge,
10237
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10238
// When we refactor the scrolling API this may be configurable with a flag?
10239
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10240
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10241
0
{
10242
0
    if (target <= snap_min + snap_threshold)
10243
0
        return ImLerp(snap_min, target, center_ratio);
10244
0
    if (target >= snap_max - snap_threshold)
10245
0
        return ImLerp(target, snap_max, center_ratio);
10246
0
    return target;
10247
0
}
10248
10249
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10250
0
{
10251
0
    ImVec2 scroll = window->Scroll;
10252
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10253
0
    for (int axis = 0; axis < 2; axis++)
10254
0
    {
10255
0
        if (window->ScrollTarget[axis] < FLT_MAX)
10256
0
        {
10257
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10258
0
            float scroll_target = window->ScrollTarget[axis];
10259
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10260
0
            {
10261
0
                float snap_min = 0.0f;
10262
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10263
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10264
0
            }
10265
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10266
0
        }
10267
0
        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
10268
0
        if (!window->Collapsed && !window->SkipItems)
10269
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10270
0
    }
10271
0
    return scroll;
10272
0
}
10273
10274
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10275
0
{
10276
0
    ImGuiContext& g = *GImGui;
10277
0
    ImGuiWindow* window = g.CurrentWindow;
10278
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10279
0
}
10280
10281
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10282
0
{
10283
0
    ScrollToRectEx(window, item_rect, flags);
10284
0
}
10285
10286
// Scroll to keep newly navigated item fully into view
10287
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10288
0
{
10289
0
    ImGuiContext& g = *GImGui;
10290
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10291
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10292
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10293
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10294
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10295
10296
    // Check that only one behavior is selected per axis
10297
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10298
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10299
10300
    // Defaults
10301
0
    ImGuiScrollFlags in_flags = flags;
10302
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10303
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10304
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10305
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10306
10307
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10308
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10309
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10310
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10311
10312
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10313
0
    {
10314
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10315
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10316
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10317
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10318
0
    }
10319
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10320
0
    {
10321
0
        if (can_be_fully_visible_x)
10322
0
            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10323
0
        else
10324
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10325
0
    }
10326
10327
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10328
0
    {
10329
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10330
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10331
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10332
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10333
0
    }
10334
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10335
0
    {
10336
0
        if (can_be_fully_visible_y)
10337
0
            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10338
0
        else
10339
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10340
0
    }
10341
10342
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10343
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10344
10345
    // Also scroll parent window to keep us into view if necessary
10346
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10347
0
    {
10348
        // FIXME-SCROLL: May be an option?
10349
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10350
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10351
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10352
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10353
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10354
0
    }
10355
10356
0
    return delta_scroll;
10357
0
}
10358
10359
float ImGui::GetScrollX()
10360
0
{
10361
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10362
0
    return window->Scroll.x;
10363
0
}
10364
10365
float ImGui::GetScrollY()
10366
0
{
10367
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10368
0
    return window->Scroll.y;
10369
0
}
10370
10371
float ImGui::GetScrollMaxX()
10372
0
{
10373
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10374
0
    return window->ScrollMax.x;
10375
0
}
10376
10377
float ImGui::GetScrollMaxY()
10378
0
{
10379
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10380
0
    return window->ScrollMax.y;
10381
0
}
10382
10383
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10384
0
{
10385
0
    window->ScrollTarget.x = scroll_x;
10386
0
    window->ScrollTargetCenterRatio.x = 0.0f;
10387
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10388
0
}
10389
10390
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10391
0
{
10392
0
    window->ScrollTarget.y = scroll_y;
10393
0
    window->ScrollTargetCenterRatio.y = 0.0f;
10394
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10395
0
}
10396
10397
void ImGui::SetScrollX(float scroll_x)
10398
0
{
10399
0
    ImGuiContext& g = *GImGui;
10400
0
    SetScrollX(g.CurrentWindow, scroll_x);
10401
0
}
10402
10403
void ImGui::SetScrollY(float scroll_y)
10404
0
{
10405
0
    ImGuiContext& g = *GImGui;
10406
0
    SetScrollY(g.CurrentWindow, scroll_y);
10407
0
}
10408
10409
// Note that a local position will vary depending on initial scroll value,
10410
// This is a little bit confusing so bear with us:
10411
//  - local_pos = (absolution_pos - window->Pos)
10412
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10413
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10414
//  - They mostly exist because of legacy API.
10415
// Following the rules above, when trying to work with scrolling code, consider that:
10416
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10417
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10418
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10419
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10420
0
{
10421
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10422
0
    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10423
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10424
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10425
0
}
10426
10427
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10428
0
{
10429
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10430
0
    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10431
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10432
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10433
0
}
10434
10435
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10436
0
{
10437
0
    ImGuiContext& g = *GImGui;
10438
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10439
0
}
10440
10441
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10442
0
{
10443
0
    ImGuiContext& g = *GImGui;
10444
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10445
0
}
10446
10447
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10448
void ImGui::SetScrollHereX(float center_x_ratio)
10449
0
{
10450
0
    ImGuiContext& g = *GImGui;
10451
0
    ImGuiWindow* window = g.CurrentWindow;
10452
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10453
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10454
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10455
10456
    // Tweak: snap on edges when aiming at an item very close to the edge
10457
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10458
0
}
10459
10460
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10461
void ImGui::SetScrollHereY(float center_y_ratio)
10462
0
{
10463
0
    ImGuiContext& g = *GImGui;
10464
0
    ImGuiWindow* window = g.CurrentWindow;
10465
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10466
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10467
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10468
10469
    // Tweak: snap on edges when aiming at an item very close to the edge
10470
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10471
0
}
10472
10473
//-----------------------------------------------------------------------------
10474
// [SECTION] TOOLTIPS
10475
//-----------------------------------------------------------------------------
10476
10477
void ImGui::BeginTooltip()
10478
0
{
10479
0
    BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10480
0
}
10481
10482
void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10483
0
{
10484
0
    ImGuiContext& g = *GImGui;
10485
10486
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10487
0
    {
10488
        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
10489
        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
10490
        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
10491
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10492
0
        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
10493
0
        SetNextWindowPos(tooltip_pos);
10494
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10495
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10496
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
10497
0
    }
10498
10499
0
    char window_name[16];
10500
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10501
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
10502
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10503
0
            if (window->Active)
10504
0
            {
10505
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10506
0
                window->Hidden = true;
10507
0
                window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?
10508
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10509
0
            }
10510
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10511
0
    Begin(window_name, NULL, flags | extra_window_flags);
10512
0
}
10513
10514
void ImGui::EndTooltip()
10515
0
{
10516
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10517
0
    End();
10518
0
}
10519
10520
void ImGui::SetTooltipV(const char* fmt, va_list args)
10521
0
{
10522
0
    BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);
10523
0
    TextV(fmt, args);
10524
0
    EndTooltip();
10525
0
}
10526
10527
void ImGui::SetTooltip(const char* fmt, ...)
10528
0
{
10529
0
    va_list args;
10530
0
    va_start(args, fmt);
10531
0
    SetTooltipV(fmt, args);
10532
0
    va_end(args);
10533
0
}
10534
10535
//-----------------------------------------------------------------------------
10536
// [SECTION] POPUPS
10537
//-----------------------------------------------------------------------------
10538
10539
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10540
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10541
0
{
10542
0
    ImGuiContext& g = *GImGui;
10543
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10544
0
    {
10545
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10546
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10547
0
        IM_ASSERT(id == 0);
10548
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10549
0
            return g.OpenPopupStack.Size > 0;
10550
0
        else
10551
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10552
0
    }
10553
0
    else
10554
0
    {
10555
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10556
0
        {
10557
            // Return true if the popup is open anywhere in the popup stack
10558
0
            for (int n = 0; n < g.OpenPopupStack.Size; n++)
10559
0
                if (g.OpenPopupStack[n].PopupId == id)
10560
0
                    return true;
10561
0
            return false;
10562
0
        }
10563
0
        else
10564
0
        {
10565
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10566
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10567
0
        }
10568
0
    }
10569
0
}
10570
10571
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10572
0
{
10573
0
    ImGuiContext& g = *GImGui;
10574
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10575
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10576
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10577
0
    return IsPopupOpen(id, popup_flags);
10578
0
}
10579
10580
ImGuiWindow* ImGui::GetTopMostPopupModal()
10581
0
{
10582
0
    ImGuiContext& g = *GImGui;
10583
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10584
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10585
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
10586
0
                return popup;
10587
0
    return NULL;
10588
0
}
10589
10590
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
10591
0
{
10592
0
    ImGuiContext& g = *GImGui;
10593
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10594
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10595
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
10596
0
                return popup;
10597
0
    return NULL;
10598
0
}
10599
10600
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
10601
0
{
10602
0
    ImGuiContext& g = *GImGui;
10603
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10604
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X\n", str_id, id);
10605
0
    OpenPopupEx(id, popup_flags);
10606
0
}
10607
10608
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
10609
0
{
10610
0
    OpenPopupEx(id, popup_flags);
10611
0
}
10612
10613
// Mark popup as open (toggle toward open state).
10614
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
10615
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
10616
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
10617
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
10618
0
{
10619
0
    ImGuiContext& g = *GImGui;
10620
0
    ImGuiWindow* parent_window = g.CurrentWindow;
10621
0
    const int current_stack_size = g.BeginPopupStack.Size;
10622
10623
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
10624
0
        if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))
10625
0
            return;
10626
10627
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
10628
0
    popup_ref.PopupId = id;
10629
0
    popup_ref.Window = NULL;
10630
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
10631
0
    popup_ref.OpenFrameCount = g.FrameCount;
10632
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
10633
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
10634
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
10635
10636
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
10637
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
10638
0
    {
10639
0
        g.OpenPopupStack.push_back(popup_ref);
10640
0
    }
10641
0
    else
10642
0
    {
10643
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
10644
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
10645
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
10646
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
10647
0
        {
10648
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
10649
0
        }
10650
0
        else
10651
0
        {
10652
            // Close child popups if any, then flag popup for open/reopen
10653
0
            ClosePopupToLevel(current_stack_size, false);
10654
0
            g.OpenPopupStack.push_back(popup_ref);
10655
0
        }
10656
10657
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
10658
        // This is equivalent to what ClosePopupToLevel() does.
10659
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
10660
        //    FocusWindow(parent_window);
10661
0
    }
10662
0
}
10663
10664
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
10665
// This function closes any popups that are over 'ref_window'.
10666
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
10667
0
{
10668
0
    ImGuiContext& g = *GImGui;
10669
0
    if (g.OpenPopupStack.Size == 0)
10670
0
        return;
10671
10672
    // Don't close our own child popup windows.
10673
0
    int popup_count_to_keep = 0;
10674
0
    if (ref_window)
10675
0
    {
10676
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
10677
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
10678
0
        {
10679
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
10680
0
            if (!popup.Window)
10681
0
                continue;
10682
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
10683
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
10684
0
                continue;
10685
10686
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
10687
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
10688
            //     Window -> Popup1 -> Popup2 -> Popup3
10689
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
10690
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
10691
0
            bool ref_window_is_descendent_of_popup = false;
10692
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
10693
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
10694
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
10695
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
10696
0
                    {
10697
0
                        ref_window_is_descendent_of_popup = true;
10698
0
                        break;
10699
0
                    }
10700
0
            if (!ref_window_is_descendent_of_popup)
10701
0
                break;
10702
0
        }
10703
0
    }
10704
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10705
0
    {
10706
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
10707
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
10708
0
    }
10709
0
}
10710
10711
void ImGui::ClosePopupsExceptModals()
10712
0
{
10713
0
    ImGuiContext& g = *GImGui;
10714
10715
0
    int popup_count_to_keep;
10716
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
10717
0
    {
10718
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
10719
0
        if (!window || window->Flags & ImGuiWindowFlags_Modal)
10720
0
            break;
10721
0
    }
10722
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10723
0
        ClosePopupToLevel(popup_count_to_keep, true);
10724
0
}
10725
10726
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
10727
0
{
10728
0
    ImGuiContext& g = *GImGui;
10729
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
10730
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
10731
10732
    // Trim open popup stack
10733
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
10734
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
10735
0
    g.OpenPopupStack.resize(remaining);
10736
10737
0
    if (restore_focus_to_window_under_popup)
10738
0
    {
10739
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
10740
0
        if (focus_window && !focus_window->WasActive && popup_window)
10741
0
        {
10742
            // Fallback
10743
0
            FocusTopMostWindowUnderOne(popup_window, NULL);
10744
0
        }
10745
0
        else
10746
0
        {
10747
0
            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
10748
0
                focus_window = NavRestoreLastChildNavWindow(focus_window);
10749
0
            FocusWindow(focus_window);
10750
0
        }
10751
0
    }
10752
0
}
10753
10754
// Close the popup we have begin-ed into.
10755
void ImGui::CloseCurrentPopup()
10756
0
{
10757
0
    ImGuiContext& g = *GImGui;
10758
0
    int popup_idx = g.BeginPopupStack.Size - 1;
10759
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
10760
0
        return;
10761
10762
    // Closing a menu closes its top-most parent popup (unless a modal)
10763
0
    while (popup_idx > 0)
10764
0
    {
10765
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
10766
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
10767
0
        bool close_parent = false;
10768
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
10769
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
10770
0
                close_parent = true;
10771
0
        if (!close_parent)
10772
0
            break;
10773
0
        popup_idx--;
10774
0
    }
10775
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
10776
0
    ClosePopupToLevel(popup_idx, true);
10777
10778
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
10779
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
10780
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
10781
0
    if (ImGuiWindow* window = g.NavWindow)
10782
0
        window->DC.NavHideHighlightOneFrame = true;
10783
0
}
10784
10785
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
10786
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
10787
0
{
10788
0
    ImGuiContext& g = *GImGui;
10789
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10790
0
    {
10791
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10792
0
        return false;
10793
0
    }
10794
10795
0
    char name[20];
10796
0
    if (flags & ImGuiWindowFlags_ChildMenu)
10797
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
10798
0
    else
10799
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
10800
10801
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
10802
0
    bool is_open = Begin(name, NULL, flags);
10803
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
10804
0
        EndPopup();
10805
10806
0
    return is_open;
10807
0
}
10808
10809
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
10810
0
{
10811
0
    ImGuiContext& g = *GImGui;
10812
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
10813
0
    {
10814
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10815
0
        return false;
10816
0
    }
10817
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
10818
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10819
0
    return BeginPopupEx(id, flags);
10820
0
}
10821
10822
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
10823
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
10824
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
10825
0
{
10826
0
    ImGuiContext& g = *GImGui;
10827
0
    ImGuiWindow* window = g.CurrentWindow;
10828
0
    const ImGuiID id = window->GetID(name);
10829
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10830
0
    {
10831
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10832
0
        return false;
10833
0
    }
10834
10835
    // Center modal windows by default for increased visibility
10836
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
10837
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
10838
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
10839
0
    {
10840
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
10841
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
10842
0
    }
10843
10844
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
10845
0
    const bool is_open = Begin(name, p_open, flags);
10846
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
10847
0
    {
10848
0
        EndPopup();
10849
0
        if (is_open)
10850
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
10851
0
        return false;
10852
0
    }
10853
0
    return is_open;
10854
0
}
10855
10856
void ImGui::EndPopup()
10857
0
{
10858
0
    ImGuiContext& g = *GImGui;
10859
0
    ImGuiWindow* window = g.CurrentWindow;
10860
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
10861
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
10862
10863
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
10864
0
    if (g.NavWindow == window)
10865
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
10866
10867
    // Child-popups don't need to be laid out
10868
0
    IM_ASSERT(g.WithinEndChild == false);
10869
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
10870
0
        g.WithinEndChild = true;
10871
0
    End();
10872
0
    g.WithinEndChild = false;
10873
0
}
10874
10875
// Helper to open a popup if mouse button is released over the item
10876
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
10877
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
10878
0
{
10879
0
    ImGuiContext& g = *GImGui;
10880
0
    ImGuiWindow* window = g.CurrentWindow;
10881
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
10882
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
10883
0
    {
10884
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
10885
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
10886
0
        OpenPopupEx(id, popup_flags);
10887
0
    }
10888
0
}
10889
10890
// This is a helper to handle the simplest case of associating one named popup to one given widget.
10891
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
10892
// - To create a popup with a specific identifier, pass it in str_id.
10893
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
10894
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
10895
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
10896
//   This is essentially the same as:
10897
//       id = str_id ? GetID(str_id) : GetItemID();
10898
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
10899
//       return BeginPopup(id);
10900
//   Which is essentially the same as:
10901
//       id = str_id ? GetID(str_id) : GetItemID();
10902
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
10903
//           OpenPopup(id);
10904
//       return BeginPopup(id);
10905
//   The main difference being that this is tweaked to avoid computing the ID twice.
10906
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
10907
0
{
10908
0
    ImGuiContext& g = *GImGui;
10909
0
    ImGuiWindow* window = g.CurrentWindow;
10910
0
    if (window->SkipItems)
10911
0
        return false;
10912
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
10913
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
10914
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
10915
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
10916
0
        OpenPopupEx(id, popup_flags);
10917
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
10918
0
}
10919
10920
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
10921
0
{
10922
0
    ImGuiContext& g = *GImGui;
10923
0
    ImGuiWindow* window = g.CurrentWindow;
10924
0
    if (!str_id)
10925
0
        str_id = "window_context";
10926
0
    ImGuiID id = window->GetID(str_id);
10927
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
10928
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
10929
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
10930
0
            OpenPopupEx(id, popup_flags);
10931
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
10932
0
}
10933
10934
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
10935
0
{
10936
0
    ImGuiContext& g = *GImGui;
10937
0
    ImGuiWindow* window = g.CurrentWindow;
10938
0
    if (!str_id)
10939
0
        str_id = "void_context";
10940
0
    ImGuiID id = window->GetID(str_id);
10941
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
10942
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
10943
0
        if (GetTopMostPopupModal() == NULL)
10944
0
            OpenPopupEx(id, popup_flags);
10945
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
10946
0
}
10947
10948
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
10949
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
10950
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
10951
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
10952
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
10953
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
10954
0
{
10955
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
10956
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
10957
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
10958
10959
    // Combo Box policy (we want a connecting edge)
10960
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
10961
0
    {
10962
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
10963
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
10964
0
        {
10965
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
10966
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
10967
0
                continue;
10968
0
            ImVec2 pos;
10969
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
10970
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
10971
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
10972
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
10973
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
10974
0
                continue;
10975
0
            *last_dir = dir;
10976
0
            return pos;
10977
0
        }
10978
0
    }
10979
10980
    // Tooltip and Default popup policy
10981
    // (Always first try the direction we used on the last frame, if any)
10982
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
10983
0
    {
10984
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
10985
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
10986
0
        {
10987
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
10988
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
10989
0
                continue;
10990
10991
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
10992
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
10993
10994
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
10995
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
10996
0
                continue;
10997
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
10998
0
                continue;
10999
11000
0
            ImVec2 pos;
11001
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11002
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11003
11004
            // Clamp top-left corner of popup
11005
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11006
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11007
11008
0
            *last_dir = dir;
11009
0
            return pos;
11010
0
        }
11011
0
    }
11012
11013
    // Fallback when not enough room:
11014
0
    *last_dir = ImGuiDir_None;
11015
11016
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11017
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11018
0
        return ref_pos + ImVec2(2, 2);
11019
11020
    // Otherwise try to keep within display
11021
0
    ImVec2 pos = ref_pos;
11022
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11023
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11024
0
    return pos;
11025
0
}
11026
11027
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11028
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11029
0
{
11030
0
    ImGuiContext& g = *GImGui;
11031
0
    ImRect r_screen;
11032
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11033
0
    {
11034
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11035
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11036
0
        r_screen.Min = monitor.WorkPos;
11037
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11038
0
    }
11039
0
    else
11040
0
    {
11041
        // Use the full viewport area (not work area) for popups
11042
0
        r_screen = window->Viewport->GetMainRect();
11043
0
    }
11044
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11045
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11046
0
    return r_screen;
11047
0
}
11048
11049
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11050
0
{
11051
0
    ImGuiContext& g = *GImGui;
11052
11053
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11054
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11055
0
    {
11056
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11057
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11058
0
        ImGuiWindow* parent_window = window->ParentWindow;
11059
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11060
0
        ImRect r_avoid;
11061
0
        if (parent_window->DC.MenuBarAppending)
11062
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11063
0
        else
11064
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11065
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11066
0
    }
11067
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11068
0
    {
11069
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11070
0
    }
11071
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11072
0
    {
11073
        // Position tooltip (always follows mouse)
11074
0
        float sc = g.Style.MouseCursorScale;
11075
0
        ImVec2 ref_pos = NavCalcPreferredRefPos();
11076
0
        ImRect r_avoid;
11077
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11078
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11079
0
        else
11080
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11081
0
        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11082
0
    }
11083
0
    IM_ASSERT(0);
11084
0
    return window->Pos;
11085
0
}
11086
11087
//-----------------------------------------------------------------------------
11088
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11089
//-----------------------------------------------------------------------------
11090
11091
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11092
// In our terminology those should be interchangeable, yet right now this is super confusing.
11093
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11094
11095
void ImGui::SetNavWindow(ImGuiWindow* window)
11096
0
{
11097
0
    ImGuiContext& g = *GImGui;
11098
0
    if (g.NavWindow != window)
11099
0
    {
11100
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11101
0
        g.NavWindow = window;
11102
0
    }
11103
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11104
0
    NavUpdateAnyRequestFlag();
11105
0
}
11106
11107
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11108
0
{
11109
0
    ImGuiContext& g = *GImGui;
11110
0
    IM_ASSERT(g.NavWindow != NULL);
11111
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11112
0
    g.NavId = id;
11113
0
    g.NavLayer = nav_layer;
11114
0
    g.NavFocusScopeId = focus_scope_id;
11115
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11116
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11117
0
}
11118
11119
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11120
0
{
11121
0
    ImGuiContext& g = *GImGui;
11122
0
    IM_ASSERT(id != 0);
11123
11124
0
    if (g.NavWindow != window)
11125
0
       SetNavWindow(window);
11126
11127
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11128
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11129
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11130
0
    g.NavId = id;
11131
0
    g.NavLayer = nav_layer;
11132
0
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11133
0
    window->NavLastIds[nav_layer] = id;
11134
0
    if (g.LastItemData.ID == id)
11135
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11136
11137
0
    if (g.ActiveIdSource == ImGuiInputSource_Nav)
11138
0
        g.NavDisableMouseHover = true;
11139
0
    else
11140
0
        g.NavDisableHighlight = true;
11141
0
}
11142
11143
ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11144
0
{
11145
0
    if (ImFabs(dx) > ImFabs(dy))
11146
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11147
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11148
0
}
11149
11150
static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
11151
0
{
11152
0
    if (a1 < b0)
11153
0
        return a1 - b0;
11154
0
    if (b1 < a0)
11155
0
        return a0 - b1;
11156
0
    return 0.0f;
11157
0
}
11158
11159
static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
11160
0
{
11161
0
    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11162
0
    {
11163
0
        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
11164
0
        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
11165
0
    }
11166
0
    else // FIXME: PageUp/PageDown are leaving move_dir == None
11167
0
    {
11168
0
        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
11169
0
        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
11170
0
    }
11171
0
}
11172
11173
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11174
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11175
0
{
11176
0
    ImGuiContext& g = *GImGui;
11177
0
    ImGuiWindow* window = g.CurrentWindow;
11178
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
11179
0
        return false;
11180
11181
    // FIXME: Those are not good variables names
11182
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11183
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11184
0
    g.NavScoringDebugCount++;
11185
11186
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11187
0
    if (window->ParentWindow == g.NavWindow)
11188
0
    {
11189
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11190
0
        if (!window->ClipRect.Overlaps(cand))
11191
0
            return false;
11192
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11193
0
    }
11194
11195
    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
11196
    // For example, this ensures that items in one column are not reached when moving vertically from items in another column.
11197
0
    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
11198
11199
    // Compute distance between boxes
11200
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11201
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11202
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11203
0
    if (dby != 0.0f && dbx != 0.0f)
11204
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11205
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11206
11207
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11208
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11209
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11210
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11211
11212
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11213
0
    ImGuiDir quadrant;
11214
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11215
0
    if (dbx != 0.0f || dby != 0.0f)
11216
0
    {
11217
        // For non-overlapping boxes, use distance between boxes
11218
0
        dax = dbx;
11219
0
        day = dby;
11220
0
        dist_axial = dist_box;
11221
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11222
0
    }
11223
0
    else if (dcx != 0.0f || dcy != 0.0f)
11224
0
    {
11225
        // For overlapping boxes with different centers, use distance between centers
11226
0
        dax = dcx;
11227
0
        day = dcy;
11228
0
        dist_axial = dist_center;
11229
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11230
0
    }
11231
0
    else
11232
0
    {
11233
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11234
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11235
0
    }
11236
11237
#if IMGUI_DEBUG_NAV_SCORING
11238
    char buf[128];
11239
    if (IsMouseHoveringRect(cand.Min, cand.Max))
11240
    {
11241
        ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
11242
        ImDrawList* draw_list = GetForegroundDrawList(window);
11243
        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
11244
        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
11245
        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
11246
        draw_list->AddText(cand.Max, ~0U, buf);
11247
    }
11248
    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
11249
    {
11250
        if (quadrant == g.NavMoveDir)
11251
        {
11252
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11253
            ImDrawList* draw_list = GetForegroundDrawList(window);
11254
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
11255
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11256
        }
11257
    }
11258
#endif
11259
11260
    // Is it in the quadrant we're interested in moving to?
11261
0
    bool new_best = false;
11262
0
    const ImGuiDir move_dir = g.NavMoveDir;
11263
0
    if (quadrant == move_dir)
11264
0
    {
11265
        // Does it beat the current best candidate?
11266
0
        if (dist_box < result->DistBox)
11267
0
        {
11268
0
            result->DistBox = dist_box;
11269
0
            result->DistCenter = dist_center;
11270
0
            return true;
11271
0
        }
11272
0
        if (dist_box == result->DistBox)
11273
0
        {
11274
            // Try using distance between center points to break ties
11275
0
            if (dist_center < result->DistCenter)
11276
0
            {
11277
0
                result->DistCenter = dist_center;
11278
0
                new_best = true;
11279
0
            }
11280
0
            else if (dist_center == result->DistCenter)
11281
0
            {
11282
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11283
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11284
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11285
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11286
0
                    new_best = true;
11287
0
            }
11288
0
        }
11289
0
    }
11290
11291
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11292
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11293
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11294
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11295
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11296
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11297
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11298
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11299
0
            {
11300
0
                result->DistAxial = dist_axial;
11301
0
                new_best = true;
11302
0
            }
11303
11304
0
    return new_best;
11305
0
}
11306
11307
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11308
0
{
11309
0
    ImGuiContext& g = *GImGui;
11310
0
    ImGuiWindow* window = g.CurrentWindow;
11311
0
    result->Window = window;
11312
0
    result->ID = g.LastItemData.ID;
11313
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11314
0
    result->InFlags = g.LastItemData.InFlags;
11315
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11316
0
}
11317
11318
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11319
// This is called after LastItemData is set.
11320
static void ImGui::NavProcessItem()
11321
0
{
11322
0
    ImGuiContext& g = *GImGui;
11323
0
    ImGuiWindow* window = g.CurrentWindow;
11324
0
    const ImGuiID id = g.LastItemData.ID;
11325
0
    const ImRect nav_bb = g.LastItemData.NavRect;
11326
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11327
11328
    // Process Init Request
11329
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11330
0
    {
11331
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11332
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11333
0
        if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
11334
0
        {
11335
0
            g.NavInitResultId = id;
11336
0
            g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);
11337
0
        }
11338
0
        if (candidate_for_nav_default_focus)
11339
0
        {
11340
0
            g.NavInitRequest = false; // Found a match, clear request
11341
0
            NavUpdateAnyRequestFlag();
11342
0
        }
11343
0
    }
11344
11345
    // Process Move Request (scoring for navigation)
11346
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11347
0
    if (g.NavMoveScoringItems)
11348
0
    {
11349
0
        const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
11350
0
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
11351
0
        if (is_tabbing)
11352
0
        {
11353
0
            if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))
11354
0
                NavProcessItemForTabbingRequest(id);
11355
0
        }
11356
0
        else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_Disabled))
11357
0
        {
11358
0
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11359
0
            if (!is_tabbing)
11360
0
            {
11361
0
                if (NavScoreItem(result))
11362
0
                    NavApplyItemToResult(result);
11363
11364
                // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11365
0
                const float VISIBLE_RATIO = 0.70f;
11366
0
                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11367
0
                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11368
0
                        if (NavScoreItem(&g.NavMoveResultLocalVisible))
11369
0
                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11370
0
            }
11371
0
        }
11372
0
    }
11373
11374
    // Update window-relative bounding box of navigated item
11375
0
    if (g.NavId == id)
11376
0
    {
11377
0
        if (g.NavWindow != window)
11378
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11379
0
        g.NavLayer = window->DC.NavLayerCurrent;
11380
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11381
0
        g.NavIdIsAlive = true;
11382
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb);    // Store item bounding box (relative to window position)
11383
0
    }
11384
0
}
11385
11386
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11387
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11388
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11389
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11390
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11391
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11392
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11393
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id)
11394
0
{
11395
0
    ImGuiContext& g = *GImGui;
11396
11397
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11398
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11399
0
    if (g.NavTabbingDir == +1)
11400
0
    {
11401
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11402
0
        if (g.NavTabbingResultFirst.ID == 0)
11403
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11404
0
        if (--g.NavTabbingCounter == 0)
11405
0
            NavMoveRequestResolveWithLastItem(result);
11406
0
        else if (g.NavId == id)
11407
0
            g.NavTabbingCounter = 1;
11408
0
    }
11409
0
    else if (g.NavTabbingDir == -1)
11410
0
    {
11411
        // Tab Backward
11412
0
        if (g.NavId == id)
11413
0
        {
11414
0
            if (result->ID)
11415
0
            {
11416
0
                g.NavMoveScoringItems = false;
11417
0
                NavUpdateAnyRequestFlag();
11418
0
            }
11419
0
        }
11420
0
        else
11421
0
        {
11422
0
            NavApplyItemToResult(result);
11423
0
        }
11424
0
    }
11425
0
    else if (g.NavTabbingDir == 0)
11426
0
    {
11427
        // Tab Init
11428
0
        if (g.NavTabbingResultFirst.ID == 0)
11429
0
            NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst);
11430
0
    }
11431
0
}
11432
11433
bool ImGui::NavMoveRequestButNoResultYet()
11434
0
{
11435
0
    ImGuiContext& g = *GImGui;
11436
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11437
0
}
11438
11439
// FIXME: ScoringRect is not set
11440
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11441
0
{
11442
0
    ImGuiContext& g = *GImGui;
11443
0
    IM_ASSERT(g.NavWindow != NULL);
11444
11445
0
    if (move_flags & ImGuiNavMoveFlags_Tabbing)
11446
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11447
11448
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11449
0
    g.NavMoveDir = move_dir;
11450
0
    g.NavMoveDirForDebug = move_dir;
11451
0
    g.NavMoveClipDir = clip_dir;
11452
0
    g.NavMoveFlags = move_flags;
11453
0
    g.NavMoveScrollFlags = scroll_flags;
11454
0
    g.NavMoveForwardToNextFrame = false;
11455
0
    g.NavMoveKeyMods = g.IO.KeyMods;
11456
0
    g.NavMoveResultLocal.Clear();
11457
0
    g.NavMoveResultLocalVisible.Clear();
11458
0
    g.NavMoveResultOther.Clear();
11459
0
    g.NavTabbingCounter = 0;
11460
0
    g.NavTabbingResultFirst.Clear();
11461
0
    NavUpdateAnyRequestFlag();
11462
0
}
11463
11464
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11465
0
{
11466
0
    ImGuiContext& g = *GImGui;
11467
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11468
0
    NavApplyItemToResult(result);
11469
0
    NavUpdateAnyRequestFlag();
11470
0
}
11471
11472
void ImGui::NavMoveRequestCancel()
11473
0
{
11474
0
    ImGuiContext& g = *GImGui;
11475
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11476
0
    NavUpdateAnyRequestFlag();
11477
0
}
11478
11479
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11480
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11481
0
{
11482
0
    ImGuiContext& g = *GImGui;
11483
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11484
0
    NavMoveRequestCancel();
11485
0
    g.NavMoveForwardToNextFrame = true;
11486
0
    g.NavMoveDir = move_dir;
11487
0
    g.NavMoveClipDir = clip_dir;
11488
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11489
0
    g.NavMoveScrollFlags = scroll_flags;
11490
0
}
11491
11492
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11493
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11494
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11495
0
{
11496
0
    ImGuiContext& g = *GImGui;
11497
0
    IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11498
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test
11499
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11500
0
        g.NavMoveFlags |= wrap_flags;
11501
0
}
11502
11503
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11504
// This way we could find the last focused window among our children. It would be much less confusing this way?
11505
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11506
0
{
11507
0
    ImGuiWindow* parent = nav_window;
11508
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11509
0
        parent = parent->ParentWindow;
11510
0
    if (parent && parent != nav_window)
11511
0
        parent->NavLastChildNavWindow = nav_window;
11512
0
}
11513
11514
// Restore the last focused child.
11515
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11516
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11517
0
{
11518
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11519
0
        return window->NavLastChildNavWindow;
11520
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
11521
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
11522
0
            return tab->Window;
11523
0
    return window;
11524
0
}
11525
11526
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
11527
0
{
11528
0
    ImGuiContext& g = *GImGui;
11529
0
    if (layer == ImGuiNavLayer_Main)
11530
0
    {
11531
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
11532
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
11533
0
        if (prev_nav_window)
11534
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
11535
0
    }
11536
0
    ImGuiWindow* window = g.NavWindow;
11537
0
    if (window->NavLastIds[layer] != 0)
11538
0
    {
11539
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
11540
0
    }
11541
0
    else
11542
0
    {
11543
0
        g.NavLayer = layer;
11544
0
        NavInitWindow(window, true);
11545
0
    }
11546
0
}
11547
11548
void ImGui::NavRestoreHighlightAfterMove()
11549
0
{
11550
0
    ImGuiContext& g = *GImGui;
11551
0
    g.NavDisableHighlight = false;
11552
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
11553
0
}
11554
11555
static inline void ImGui::NavUpdateAnyRequestFlag()
11556
0
{
11557
0
    ImGuiContext& g = *GImGui;
11558
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
11559
0
    if (g.NavAnyRequest)
11560
0
        IM_ASSERT(g.NavWindow != NULL);
11561
0
}
11562
11563
// This needs to be called before we submit any widget (aka in or before Begin)
11564
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
11565
0
{
11566
    // FIXME: ChildWindow test here is wrong for docking
11567
0
    ImGuiContext& g = *GImGui;
11568
0
    IM_ASSERT(window == g.NavWindow);
11569
11570
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
11571
0
    {
11572
0
        g.NavId = 0;
11573
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11574
0
        return;
11575
0
    }
11576
11577
0
    bool init_for_nav = false;
11578
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
11579
0
        init_for_nav = true;
11580
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
11581
0
    if (init_for_nav)
11582
0
    {
11583
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
11584
0
        g.NavInitRequest = true;
11585
0
        g.NavInitRequestFromMove = false;
11586
0
        g.NavInitResultId = 0;
11587
0
        g.NavInitResultRectRel = ImRect();
11588
0
        NavUpdateAnyRequestFlag();
11589
0
    }
11590
0
    else
11591
0
    {
11592
0
        g.NavId = window->NavLastIds[0];
11593
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11594
0
    }
11595
0
}
11596
11597
static ImVec2 ImGui::NavCalcPreferredRefPos()
11598
0
{
11599
0
    ImGuiContext& g = *GImGui;
11600
0
    ImGuiWindow* window = g.NavWindow;
11601
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
11602
0
    {
11603
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
11604
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
11605
        // In theory we could move that +1.0f offset in OpenPopupEx()
11606
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
11607
0
        return ImVec2(p.x + 1.0f, p.y);
11608
0
    }
11609
0
    else
11610
0
    {
11611
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
11612
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
11613
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
11614
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
11615
0
        {
11616
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11617
0
            rect_rel.Translate(window->Scroll - next_scroll);
11618
0
        }
11619
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
11620
0
        ImGuiViewport* viewport = window->Viewport;
11621
0
        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
11622
0
    }
11623
0
}
11624
11625
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
11626
0
{
11627
0
    ImGuiContext& g = *GImGui;
11628
0
    float repeat_delay, repeat_rate;
11629
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
11630
11631
0
    ImGuiKey key_less, key_more;
11632
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
11633
0
    {
11634
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
11635
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
11636
0
    }
11637
0
    else
11638
0
    {
11639
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
11640
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
11641
0
    }
11642
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
11643
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
11644
0
        amount = 0.0f;
11645
0
    return amount;
11646
0
}
11647
11648
static void ImGui::NavUpdate()
11649
0
{
11650
0
    ImGuiContext& g = *GImGui;
11651
0
    ImGuiIO& io = g.IO;
11652
11653
0
    io.WantSetMousePos = false;
11654
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
11655
11656
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
11657
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
11658
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11659
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
11660
0
    if (nav_gamepad_active)
11661
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
11662
0
            if (IsKeyDown(key))
11663
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
11664
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11665
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
11666
0
    if (nav_keyboard_active)
11667
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
11668
0
            if (IsKeyDown(key))
11669
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
11670
11671
    // Process navigation init request (select first/default focus)
11672
0
    if (g.NavInitResultId != 0)
11673
0
        NavInitRequestApplyResult();
11674
0
    g.NavInitRequest = false;
11675
0
    g.NavInitRequestFromMove = false;
11676
0
    g.NavInitResultId = 0;
11677
0
    g.NavJustMovedToId = 0;
11678
11679
    // Process navigation move request
11680
0
    if (g.NavMoveSubmitted)
11681
0
        NavMoveRequestApplyResult();
11682
0
    g.NavTabbingCounter = 0;
11683
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11684
11685
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
11686
0
    bool set_mouse_pos = false;
11687
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
11688
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
11689
0
            set_mouse_pos = true;
11690
0
    g.NavMousePosDirty = false;
11691
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
11692
11693
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
11694
0
    if (g.NavWindow)
11695
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
11696
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
11697
0
        g.NavWindow->NavLastChildNavWindow = NULL;
11698
11699
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
11700
0
    NavUpdateWindowing();
11701
11702
    // Set output flags for user application
11703
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
11704
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
11705
11706
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
11707
0
    NavUpdateCancelRequest();
11708
11709
    // Process manual activation request
11710
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;
11711
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
11712
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11713
0
    {
11714
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
11715
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
11716
0
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
11717
0
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
11718
0
        if (g.ActiveId == 0 && activate_pressed)
11719
0
        {
11720
0
            g.NavActivateId = g.NavId;
11721
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
11722
0
        }
11723
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
11724
0
        {
11725
0
            g.NavActivateInputId = g.NavId;
11726
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
11727
0
        }
11728
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
11729
0
            g.NavActivateDownId = g.NavId;
11730
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
11731
0
            g.NavActivatePressedId = g.NavId;
11732
0
    }
11733
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11734
0
        g.NavDisableHighlight = true;
11735
0
    if (g.NavActivateId != 0)
11736
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
11737
11738
    // Process programmatic activation request
11739
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
11740
0
    if (g.NavNextActivateId != 0)
11741
0
    {
11742
0
        if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)
11743
0
            g.NavActivateInputId = g.NavNextActivateId;
11744
0
        else
11745
0
            g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
11746
0
        g.NavActivateFlags = g.NavNextActivateFlags;
11747
0
    }
11748
0
    g.NavNextActivateId = 0;
11749
11750
    // Process move requests
11751
0
    NavUpdateCreateMoveRequest();
11752
0
    if (g.NavMoveDir == ImGuiDir_None)
11753
0
        NavUpdateCreateTabbingRequest();
11754
0
    NavUpdateAnyRequestFlag();
11755
0
    g.NavIdIsAlive = false;
11756
11757
    // Scrolling
11758
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
11759
0
    {
11760
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
11761
0
        ImGuiWindow* window = g.NavWindow;
11762
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
11763
0
        const ImGuiDir move_dir = g.NavMoveDir;
11764
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)
11765
0
        {
11766
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11767
0
                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
11768
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
11769
0
                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
11770
0
        }
11771
11772
        // *Normal* Manual scroll with LStick
11773
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
11774
0
        if (nav_gamepad_active)
11775
0
        {
11776
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
11777
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
11778
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
11779
0
                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
11780
0
            if (scroll_dir.y != 0.0f)
11781
0
                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
11782
0
        }
11783
0
    }
11784
11785
    // Always prioritize mouse highlight if navigation is disabled
11786
0
    if (!nav_keyboard_active && !nav_gamepad_active)
11787
0
    {
11788
0
        g.NavDisableHighlight = true;
11789
0
        g.NavDisableMouseHover = set_mouse_pos = false;
11790
0
    }
11791
11792
    // Update mouse position if requested
11793
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
11794
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
11795
0
    {
11796
0
        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
11797
0
        io.WantSetMousePos = true;
11798
        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
11799
0
    }
11800
11801
    // [DEBUG]
11802
0
    g.NavScoringDebugCount = 0;
11803
#if IMGUI_DEBUG_NAV_RECTS
11804
    if (g.NavWindow)
11805
    {
11806
        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
11807
        if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]
11808
        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
11809
    }
11810
#endif
11811
0
}
11812
11813
void ImGui::NavInitRequestApplyResult()
11814
0
{
11815
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
11816
0
    ImGuiContext& g = *GImGui;
11817
0
    if (!g.NavWindow)
11818
0
        return;
11819
11820
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
11821
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
11822
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
11823
0
    SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
11824
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
11825
0
    if (g.NavInitRequestFromMove)
11826
0
        NavRestoreHighlightAfterMove();
11827
0
}
11828
11829
void ImGui::NavUpdateCreateMoveRequest()
11830
0
{
11831
0
    ImGuiContext& g = *GImGui;
11832
0
    ImGuiIO& io = g.IO;
11833
0
    ImGuiWindow* window = g.NavWindow;
11834
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11835
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11836
11837
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
11838
0
    {
11839
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
11840
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
11841
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
11842
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
11843
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
11844
0
    }
11845
0
    else
11846
0
    {
11847
        // Initiate directional inputs request
11848
0
        g.NavMoveDir = ImGuiDir_None;
11849
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
11850
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
11851
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
11852
0
        {
11853
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
11854
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
11855
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
11856
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
11857
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
11858
0
        }
11859
0
        g.NavMoveClipDir = g.NavMoveDir;
11860
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
11861
0
    }
11862
11863
    // Update PageUp/PageDown/Home/End scroll
11864
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
11865
0
    float scoring_rect_offset_y = 0.0f;
11866
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
11867
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
11868
0
    if (scoring_rect_offset_y != 0.0f)
11869
0
    {
11870
0
        g.NavScoringNoClipRect = window->InnerRect;
11871
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
11872
0
    }
11873
11874
    // [DEBUG] Always send a request
11875
#if IMGUI_DEBUG_NAV_SCORING
11876
    if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
11877
        g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
11878
    if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)
11879
    {
11880
        g.NavMoveDir = g.NavMoveDirForDebug;
11881
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
11882
    }
11883
#endif
11884
11885
    // Submit
11886
0
    g.NavMoveForwardToNextFrame = false;
11887
0
    if (g.NavMoveDir != ImGuiDir_None)
11888
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
11889
11890
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
11891
0
    if (g.NavMoveSubmitted && g.NavId == 0)
11892
0
    {
11893
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
11894
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
11895
0
        g.NavInitResultId = 0;
11896
0
        g.NavDisableHighlight = false;
11897
0
    }
11898
11899
    // When using gamepad, we project the reference nav bounding box into window visible area.
11900
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad all movements are relative
11901
    // (can't focus a visible object like we can with the mouse).
11902
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
11903
0
    {
11904
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
11905
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
11906
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
11907
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
11908
0
        {
11909
            //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
11910
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
11911
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
11912
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
11913
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
11914
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
11915
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
11916
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
11917
0
            g.NavId = 0;
11918
0
        }
11919
0
    }
11920
11921
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
11922
0
    ImRect scoring_rect;
11923
0
    if (window != NULL)
11924
0
    {
11925
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
11926
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
11927
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
11928
0
        scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);
11929
0
        scoring_rect.Max.x = scoring_rect.Min.x;
11930
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
11931
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
11932
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
11933
0
    }
11934
0
    g.NavScoringRect = scoring_rect;
11935
0
    g.NavScoringNoClipRect.Add(scoring_rect);
11936
0
}
11937
11938
void ImGui::NavUpdateCreateTabbingRequest()
11939
0
{
11940
0
    ImGuiContext& g = *GImGui;
11941
0
    ImGuiWindow* window = g.NavWindow;
11942
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
11943
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
11944
0
        return;
11945
11946
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
11947
0
    if (!tab_pressed)
11948
0
        return;
11949
11950
    // Initiate tabbing request
11951
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
11952
    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
11953
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
11954
    //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything
11955
0
    g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
11956
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
11957
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
11958
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
11959
0
    g.NavTabbingCounter = -1;
11960
0
}
11961
11962
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
11963
void ImGui::NavMoveRequestApplyResult()
11964
0
{
11965
0
    ImGuiContext& g = *GImGui;
11966
#if IMGUI_DEBUG_NAV_SCORING
11967
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
11968
        return;
11969
#endif
11970
11971
    // Select which result to use
11972
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
11973
11974
    // Tabbing forward wrap
11975
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
11976
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
11977
0
            result = &g.NavTabbingResultFirst;
11978
11979
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
11980
0
    if (result == NULL)
11981
0
    {
11982
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
11983
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
11984
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
11985
0
            NavRestoreHighlightAfterMove();
11986
0
        return;
11987
0
    }
11988
11989
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
11990
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
11991
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
11992
0
            result = &g.NavMoveResultLocalVisible;
11993
11994
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
11995
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
11996
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
11997
0
            result = &g.NavMoveResultOther;
11998
0
    IM_ASSERT(g.NavWindow && result->Window);
11999
12000
    // Scroll to keep newly navigated item fully into view.
12001
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12002
0
    {
12003
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12004
0
        {
12005
            // FIXME: Should remove this
12006
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12007
0
            SetScrollY(result->Window, scroll_target);
12008
0
        }
12009
0
        else
12010
0
        {
12011
0
            ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12012
0
            ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12013
0
        }
12014
0
    }
12015
12016
0
    if (g.NavWindow != result->Window)
12017
0
    {
12018
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12019
0
        g.NavWindow = result->Window;
12020
0
    }
12021
0
    if (g.ActiveId != result->ID)
12022
0
        ClearActiveID();
12023
0
    if (g.NavId != result->ID)
12024
0
    {
12025
        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12026
0
        g.NavJustMovedToId = result->ID;
12027
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12028
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12029
0
    }
12030
12031
    // Focus
12032
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12033
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12034
12035
    // Tabbing: Activates Inputable or Focus non-Inputable
12036
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
12037
0
    {
12038
0
        g.NavNextActivateId = result->ID;
12039
0
        g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12040
0
        g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12041
0
    }
12042
12043
    // Activate
12044
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12045
0
    {
12046
0
        g.NavNextActivateId = result->ID;
12047
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12048
0
    }
12049
12050
    // Enable nav highlight
12051
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12052
0
        NavRestoreHighlightAfterMove();
12053
0
}
12054
12055
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12056
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12057
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12058
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12059
static void ImGui::NavUpdateCancelRequest()
12060
0
{
12061
0
    ImGuiContext& g = *GImGui;
12062
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12063
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12064
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12065
0
        return;
12066
12067
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12068
0
    if (g.ActiveId != 0)
12069
0
    {
12070
0
        ClearActiveID();
12071
0
    }
12072
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
12073
0
    {
12074
        // Leave the "menu" layer
12075
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12076
0
        NavRestoreHighlightAfterMove();
12077
0
    }
12078
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12079
0
    {
12080
        // Exit child window
12081
0
        ImGuiWindow* child_window = g.NavWindow;
12082
0
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12083
0
        IM_ASSERT(child_window->ChildId != 0);
12084
0
        ImRect child_rect = child_window->Rect();
12085
0
        FocusWindow(parent_window);
12086
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12087
0
        NavRestoreHighlightAfterMove();
12088
0
    }
12089
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12090
0
    {
12091
        // Close open popup/menu
12092
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12093
0
    }
12094
0
    else
12095
0
    {
12096
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12097
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12098
0
            g.NavWindow->NavLastIds[0] = 0;
12099
0
        g.NavId = 0;
12100
0
    }
12101
0
}
12102
12103
// Handle PageUp/PageDown/Home/End keys
12104
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12105
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12106
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12107
static float ImGui::NavUpdatePageUpPageDown()
12108
0
{
12109
0
    ImGuiContext& g = *GImGui;
12110
0
    ImGuiWindow* window = g.NavWindow;
12111
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12112
0
        return 0.0f;
12113
12114
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12115
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12116
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12117
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12118
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12119
0
        return 0.0f;
12120
12121
0
    if (g.NavLayer != ImGuiNavLayer_Main)
12122
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12123
12124
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
12125
0
    {
12126
        // Fallback manual-scroll when window has no navigable item
12127
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12128
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12129
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12130
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12131
0
        else if (home_pressed)
12132
0
            SetScrollY(window, 0.0f);
12133
0
        else if (end_pressed)
12134
0
            SetScrollY(window, window->ScrollMax.y);
12135
0
    }
12136
0
    else
12137
0
    {
12138
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12139
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12140
0
        float nav_scoring_rect_offset_y = 0.0f;
12141
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12142
0
        {
12143
0
            nav_scoring_rect_offset_y = -page_offset_y;
12144
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12145
0
            g.NavMoveClipDir = ImGuiDir_Up;
12146
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12147
0
        }
12148
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12149
0
        {
12150
0
            nav_scoring_rect_offset_y = +page_offset_y;
12151
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12152
0
            g.NavMoveClipDir = ImGuiDir_Down;
12153
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12154
0
        }
12155
0
        else if (home_pressed)
12156
0
        {
12157
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12158
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12159
            // Preserve current horizontal position if we have any.
12160
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12161
0
            if (nav_rect_rel.IsInverted())
12162
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12163
0
            g.NavMoveDir = ImGuiDir_Down;
12164
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12165
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12166
0
        }
12167
0
        else if (end_pressed)
12168
0
        {
12169
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12170
0
            if (nav_rect_rel.IsInverted())
12171
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12172
0
            g.NavMoveDir = ImGuiDir_Up;
12173
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12174
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12175
0
        }
12176
0
        return nav_scoring_rect_offset_y;
12177
0
    }
12178
0
    return 0.0f;
12179
0
}
12180
12181
static void ImGui::NavEndFrame()
12182
0
{
12183
0
    ImGuiContext& g = *GImGui;
12184
12185
    // Show CTRL+TAB list window
12186
0
    if (g.NavWindowingTarget != NULL)
12187
0
        NavUpdateWindowingOverlay();
12188
12189
    // Perform wrap-around in menus
12190
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12191
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12192
0
    const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
12193
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12194
0
        NavUpdateCreateWrappingRequest();
12195
0
}
12196
12197
static void ImGui::NavUpdateCreateWrappingRequest()
12198
0
{
12199
0
    ImGuiContext& g = *GImGui;
12200
0
    ImGuiWindow* window = g.NavWindow;
12201
12202
0
    bool do_forward = false;
12203
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12204
0
    ImGuiDir clip_dir = g.NavMoveDir;
12205
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12206
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12207
0
    {
12208
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12209
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12210
0
        {
12211
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12212
0
            clip_dir = ImGuiDir_Up;
12213
0
        }
12214
0
        do_forward = true;
12215
0
    }
12216
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12217
0
    {
12218
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12219
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12220
0
        {
12221
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12222
0
            clip_dir = ImGuiDir_Down;
12223
0
        }
12224
0
        do_forward = true;
12225
0
    }
12226
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12227
0
    {
12228
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12229
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12230
0
        {
12231
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12232
0
            clip_dir = ImGuiDir_Left;
12233
0
        }
12234
0
        do_forward = true;
12235
0
    }
12236
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12237
0
    {
12238
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12239
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12240
0
        {
12241
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12242
0
            clip_dir = ImGuiDir_Right;
12243
0
        }
12244
0
        do_forward = true;
12245
0
    }
12246
0
    if (!do_forward)
12247
0
        return;
12248
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12249
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12250
0
}
12251
12252
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12253
0
{
12254
0
    ImGuiContext& g = *GImGui;
12255
0
    IM_UNUSED(g);
12256
0
    int order = window->FocusOrder;
12257
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12258
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12259
0
    return order;
12260
0
}
12261
12262
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12263
0
{
12264
0
    ImGuiContext& g = *GImGui;
12265
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12266
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12267
0
            return g.WindowsFocusOrder[i];
12268
0
    return NULL;
12269
0
}
12270
12271
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12272
0
{
12273
0
    ImGuiContext& g = *GImGui;
12274
0
    IM_ASSERT(g.NavWindowingTarget);
12275
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12276
0
        return;
12277
12278
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12279
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12280
0
    if (!window_target)
12281
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12282
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12283
0
    {
12284
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12285
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12286
0
    }
12287
0
    g.NavWindowingToggleLayer = false;
12288
0
}
12289
12290
// Windowing management mode
12291
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12292
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12293
static void ImGui::NavUpdateWindowing()
12294
0
{
12295
0
    ImGuiContext& g = *GImGui;
12296
0
    ImGuiIO& io = g.IO;
12297
12298
0
    ImGuiWindow* apply_focus_window = NULL;
12299
0
    bool apply_toggle_layer = false;
12300
12301
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12302
0
    bool allow_windowing = (modal_window == NULL);
12303
0
    if (!allow_windowing)
12304
0
        g.NavWindowingTarget = NULL;
12305
12306
    // Fade out
12307
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12308
0
    {
12309
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12310
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12311
0
            g.NavWindowingTargetAnim = NULL;
12312
0
    }
12313
12314
    // Start CTRL+Tab or Square+L/R window selection
12315
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12316
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12317
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12318
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12319
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12320
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12321
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12322
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12323
0
        {
12324
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12325
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12326
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12327
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12328
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12329
0
        }
12330
12331
    // Gamepad update
12332
0
    g.NavWindowingTimer += io.DeltaTime;
12333
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12334
0
    {
12335
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12336
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12337
12338
        // Select window to focus
12339
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12340
0
        if (focus_change_dir != 0)
12341
0
        {
12342
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12343
0
            g.NavWindowingHighlightAlpha = 1.0f;
12344
0
        }
12345
12346
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12347
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12348
0
        {
12349
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12350
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12351
0
                apply_toggle_layer = true;
12352
0
            else if (!g.NavWindowingToggleLayer)
12353
0
                apply_focus_window = g.NavWindowingTarget;
12354
0
            g.NavWindowingTarget = NULL;
12355
0
        }
12356
0
    }
12357
12358
    // Keyboard: Focus
12359
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12360
0
    {
12361
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12362
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12363
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12364
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12365
0
        if (keyboard_next_window || keyboard_prev_window)
12366
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12367
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12368
0
            apply_focus_window = g.NavWindowingTarget;
12369
0
    }
12370
12371
    // Keyboard: Press and Release ALT to toggle menu layer
12372
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12373
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12374
0
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12375
0
    {
12376
0
        g.NavWindowingToggleLayer = true;
12377
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12378
0
    }
12379
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12380
0
    {
12381
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12382
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12383
        // We cancel toggling nav layer if an owner has claimed the key.
12384
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12385
0
            g.NavWindowingToggleLayer = false;
12386
12387
        // Apply layer toggle on release
12388
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12389
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12390
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12391
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12392
0
                    apply_toggle_layer = true;
12393
0
        if (!IsKeyDown(ImGuiMod_Alt))
12394
0
            g.NavWindowingToggleLayer = false;
12395
0
    }
12396
12397
    // Move window
12398
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12399
0
    {
12400
0
        ImVec2 nav_move_dir;
12401
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12402
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12403
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12404
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12405
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12406
0
        {
12407
0
            const float NAV_MOVE_SPEED = 800.0f;
12408
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12409
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12410
0
            g.NavDisableMouseHover = true;
12411
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
12412
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12413
0
            {
12414
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12415
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12416
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12417
0
            }
12418
0
        }
12419
0
    }
12420
12421
    // Apply final focus
12422
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12423
0
    {
12424
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12425
0
        ClearActiveID();
12426
0
        NavRestoreHighlightAfterMove();
12427
0
        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
12428
0
        ClosePopupsOverWindow(apply_focus_window, false);
12429
0
        FocusWindow(apply_focus_window);
12430
0
        if (apply_focus_window->NavLastIds[0] == 0)
12431
0
            NavInitWindow(apply_focus_window, false);
12432
12433
        // If the window has ONLY a menu layer (no main layer), select it directly
12434
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12435
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12436
        // the target window as already been previewed once.
12437
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12438
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12439
        // won't be valid.
12440
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12441
0
            g.NavLayer = ImGuiNavLayer_Menu;
12442
12443
        // Request OS level focus
12444
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12445
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12446
0
    }
12447
0
    if (apply_focus_window)
12448
0
        g.NavWindowingTarget = NULL;
12449
12450
    // Apply menu/layer toggle
12451
0
    if (apply_toggle_layer && g.NavWindow)
12452
0
    {
12453
0
        ClearActiveID();
12454
12455
        // Move to parent menu if necessary
12456
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12457
0
        while (new_nav_window->ParentWindow
12458
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
12459
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
12460
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12461
0
            new_nav_window = new_nav_window->ParentWindow;
12462
0
        if (new_nav_window != g.NavWindow)
12463
0
        {
12464
0
            ImGuiWindow* old_nav_window = g.NavWindow;
12465
0
            FocusWindow(new_nav_window);
12466
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
12467
0
        }
12468
12469
        // Toggle layer
12470
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
12471
0
        if (new_nav_layer != g.NavLayer)
12472
0
        {
12473
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
12474
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
12475
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
12476
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
12477
0
            NavRestoreLayer(new_nav_layer);
12478
0
            NavRestoreHighlightAfterMove();
12479
0
        }
12480
0
    }
12481
0
}
12482
12483
// Window has already passed the IsWindowNavFocusable()
12484
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
12485
0
{
12486
0
    if (window->Flags & ImGuiWindowFlags_Popup)
12487
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
12488
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
12489
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
12490
0
    if (window->DockNodeAsHost)
12491
0
        return "(Dock node)"; // Not normally shown to user.
12492
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
12493
0
}
12494
12495
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
12496
void ImGui::NavUpdateWindowingOverlay()
12497
0
{
12498
0
    ImGuiContext& g = *GImGui;
12499
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
12500
12501
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
12502
0
        return;
12503
12504
0
    if (g.NavWindowingListWindow == NULL)
12505
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
12506
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
12507
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
12508
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
12509
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
12510
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
12511
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
12512
0
    {
12513
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
12514
0
        IM_ASSERT(window != NULL); // Fix static analyzers
12515
0
        if (!IsWindowNavFocusable(window))
12516
0
            continue;
12517
0
        const char* label = window->Name;
12518
0
        if (label == FindRenderedTextEnd(label))
12519
0
            label = GetFallbackWindowNameForWindowingList(window);
12520
0
        Selectable(label, g.NavWindowingTarget == window);
12521
0
    }
12522
0
    End();
12523
0
    PopStyleVar();
12524
0
}
12525
12526
12527
//-----------------------------------------------------------------------------
12528
// [SECTION] DRAG AND DROP
12529
//-----------------------------------------------------------------------------
12530
12531
bool ImGui::IsDragDropActive()
12532
0
{
12533
0
    ImGuiContext& g = *GImGui;
12534
0
    return g.DragDropActive;
12535
0
}
12536
12537
void ImGui::ClearDragDrop()
12538
0
{
12539
0
    ImGuiContext& g = *GImGui;
12540
0
    g.DragDropActive = false;
12541
0
    g.DragDropPayload.Clear();
12542
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
12543
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
12544
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
12545
0
    g.DragDropAcceptFrameCount = -1;
12546
12547
0
    g.DragDropPayloadBufHeap.clear();
12548
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12549
0
}
12550
12551
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
12552
// If the item has an identifier:
12553
// - This assume/require the item to be activated (typically via ButtonBehavior).
12554
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
12555
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
12556
// If the item has no identifier:
12557
// - Currently always assume left mouse button.
12558
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
12559
0
{
12560
0
    ImGuiContext& g = *GImGui;
12561
0
    ImGuiWindow* window = g.CurrentWindow;
12562
12563
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
12564
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
12565
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
12566
12567
0
    bool source_drag_active = false;
12568
0
    ImGuiID source_id = 0;
12569
0
    ImGuiID source_parent_id = 0;
12570
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
12571
0
    {
12572
0
        source_id = g.LastItemData.ID;
12573
0
        if (source_id != 0)
12574
0
        {
12575
            // Common path: items with ID
12576
0
            if (g.ActiveId != source_id)
12577
0
                return false;
12578
0
            if (g.ActiveIdMouseButton != -1)
12579
0
                mouse_button = g.ActiveIdMouseButton;
12580
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12581
0
                return false;
12582
0
            g.ActiveIdAllowOverlap = false;
12583
0
        }
12584
0
        else
12585
0
        {
12586
            // Uncommon path: items without ID
12587
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12588
0
                return false;
12589
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
12590
0
                return false;
12591
12592
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
12593
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
12594
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
12595
0
            {
12596
0
                IM_ASSERT(0);
12597
0
                return false;
12598
0
            }
12599
12600
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
12601
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
12602
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
12603
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
12604
            // Rely on keeping other window->LastItemXXX fields intact.
12605
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
12606
0
            KeepAliveID(source_id);
12607
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
12608
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
12609
0
            {
12610
0
                SetActiveID(source_id, window);
12611
0
                FocusWindow(window);
12612
0
            }
12613
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
12614
0
                g.ActiveIdAllowOverlap = is_hovered;
12615
0
        }
12616
0
        if (g.ActiveId != source_id)
12617
0
            return false;
12618
0
        source_parent_id = window->IDStack.back();
12619
0
        source_drag_active = IsMouseDragging(mouse_button);
12620
12621
        // Disable navigation and key inputs while dragging + cancel existing request if any
12622
0
        SetActiveIdUsingAllKeyboardKeys();
12623
0
    }
12624
0
    else
12625
0
    {
12626
0
        window = NULL;
12627
0
        source_id = ImHashStr("#SourceExtern");
12628
0
        source_drag_active = true;
12629
0
    }
12630
12631
0
    if (source_drag_active)
12632
0
    {
12633
0
        if (!g.DragDropActive)
12634
0
        {
12635
0
            IM_ASSERT(source_id != 0);
12636
0
            ClearDragDrop();
12637
0
            ImGuiPayload& payload = g.DragDropPayload;
12638
0
            payload.SourceId = source_id;
12639
0
            payload.SourceParentId = source_parent_id;
12640
0
            g.DragDropActive = true;
12641
0
            g.DragDropSourceFlags = flags;
12642
0
            g.DragDropMouseButton = mouse_button;
12643
0
            if (payload.SourceId == g.ActiveId)
12644
0
                g.ActiveIdNoClearOnFocusLoss = true;
12645
0
        }
12646
0
        g.DragDropSourceFrameCount = g.FrameCount;
12647
0
        g.DragDropWithinSource = true;
12648
12649
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12650
0
        {
12651
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
12652
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
12653
0
            BeginTooltip();
12654
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
12655
0
            {
12656
0
                ImGuiWindow* tooltip_window = g.CurrentWindow;
12657
0
                tooltip_window->Hidden = tooltip_window->SkipItems = true;
12658
0
                tooltip_window->HiddenFramesCanSkipItems = 1;
12659
0
            }
12660
0
        }
12661
12662
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
12663
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
12664
12665
0
        return true;
12666
0
    }
12667
0
    return false;
12668
0
}
12669
12670
void ImGui::EndDragDropSource()
12671
0
{
12672
0
    ImGuiContext& g = *GImGui;
12673
0
    IM_ASSERT(g.DragDropActive);
12674
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
12675
12676
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12677
0
        EndTooltip();
12678
12679
    // Discard the drag if have not called SetDragDropPayload()
12680
0
    if (g.DragDropPayload.DataFrameCount == -1)
12681
0
        ClearDragDrop();
12682
0
    g.DragDropWithinSource = false;
12683
0
}
12684
12685
// Use 'cond' to choose to submit payload on drag start or every frame
12686
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
12687
0
{
12688
0
    ImGuiContext& g = *GImGui;
12689
0
    ImGuiPayload& payload = g.DragDropPayload;
12690
0
    if (cond == 0)
12691
0
        cond = ImGuiCond_Always;
12692
12693
0
    IM_ASSERT(type != NULL);
12694
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
12695
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
12696
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
12697
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
12698
12699
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
12700
0
    {
12701
        // Copy payload
12702
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
12703
0
        g.DragDropPayloadBufHeap.resize(0);
12704
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
12705
0
        {
12706
            // Store in heap
12707
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
12708
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
12709
0
            memcpy(payload.Data, data, data_size);
12710
0
        }
12711
0
        else if (data_size > 0)
12712
0
        {
12713
            // Store locally
12714
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12715
0
            payload.Data = g.DragDropPayloadBufLocal;
12716
0
            memcpy(payload.Data, data, data_size);
12717
0
        }
12718
0
        else
12719
0
        {
12720
0
            payload.Data = NULL;
12721
0
        }
12722
0
        payload.DataSize = (int)data_size;
12723
0
    }
12724
0
    payload.DataFrameCount = g.FrameCount;
12725
12726
    // Return whether the payload has been accepted
12727
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
12728
0
}
12729
12730
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
12731
0
{
12732
0
    ImGuiContext& g = *GImGui;
12733
0
    if (!g.DragDropActive)
12734
0
        return false;
12735
12736
0
    ImGuiWindow* window = g.CurrentWindow;
12737
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
12738
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
12739
0
        return false;
12740
0
    IM_ASSERT(id != 0);
12741
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
12742
0
        return false;
12743
0
    if (window->SkipItems)
12744
0
        return false;
12745
12746
0
    IM_ASSERT(g.DragDropWithinTarget == false);
12747
0
    g.DragDropTargetRect = bb;
12748
0
    g.DragDropTargetId = id;
12749
0
    g.DragDropWithinTarget = true;
12750
0
    return true;
12751
0
}
12752
12753
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
12754
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
12755
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
12756
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
12757
bool ImGui::BeginDragDropTarget()
12758
0
{
12759
0
    ImGuiContext& g = *GImGui;
12760
0
    if (!g.DragDropActive)
12761
0
        return false;
12762
12763
0
    ImGuiWindow* window = g.CurrentWindow;
12764
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
12765
0
        return false;
12766
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
12767
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
12768
0
        return false;
12769
12770
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
12771
0
    ImGuiID id = g.LastItemData.ID;
12772
0
    if (id == 0)
12773
0
    {
12774
0
        id = window->GetIDFromRectangle(display_rect);
12775
0
        KeepAliveID(id);
12776
0
    }
12777
0
    if (g.DragDropPayload.SourceId == id)
12778
0
        return false;
12779
12780
0
    IM_ASSERT(g.DragDropWithinTarget == false);
12781
0
    g.DragDropTargetRect = display_rect;
12782
0
    g.DragDropTargetId = id;
12783
0
    g.DragDropWithinTarget = true;
12784
0
    return true;
12785
0
}
12786
12787
bool ImGui::IsDragDropPayloadBeingAccepted()
12788
0
{
12789
0
    ImGuiContext& g = *GImGui;
12790
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
12791
0
}
12792
12793
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
12794
0
{
12795
0
    ImGuiContext& g = *GImGui;
12796
0
    ImGuiWindow* window = g.CurrentWindow;
12797
0
    ImGuiPayload& payload = g.DragDropPayload;
12798
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
12799
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
12800
0
    if (type != NULL && !payload.IsDataType(type))
12801
0
        return NULL;
12802
12803
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
12804
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
12805
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
12806
0
    ImRect r = g.DragDropTargetRect;
12807
0
    float r_surface = r.GetWidth() * r.GetHeight();
12808
0
    if (r_surface <= g.DragDropAcceptIdCurrRectSurface)
12809
0
    {
12810
0
        g.DragDropAcceptFlags = flags;
12811
0
        g.DragDropAcceptIdCurr = g.DragDropTargetId;
12812
0
        g.DragDropAcceptIdCurrRectSurface = r_surface;
12813
0
    }
12814
12815
    // Render default drop visuals
12816
0
    payload.Preview = was_accepted_previously;
12817
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
12818
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
12819
0
        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
12820
12821
0
    g.DragDropAcceptFrameCount = g.FrameCount;
12822
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
12823
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
12824
0
        return NULL;
12825
12826
0
    return &payload;
12827
0
}
12828
12829
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
12830
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
12831
0
{
12832
0
    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
12833
0
}
12834
12835
const ImGuiPayload* ImGui::GetDragDropPayload()
12836
0
{
12837
0
    ImGuiContext& g = *GImGui;
12838
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
12839
0
}
12840
12841
// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.
12842
void ImGui::EndDragDropTarget()
12843
0
{
12844
0
    ImGuiContext& g = *GImGui;
12845
0
    IM_ASSERT(g.DragDropActive);
12846
0
    IM_ASSERT(g.DragDropWithinTarget);
12847
0
    g.DragDropWithinTarget = false;
12848
0
}
12849
12850
//-----------------------------------------------------------------------------
12851
// [SECTION] LOGGING/CAPTURING
12852
//-----------------------------------------------------------------------------
12853
// All text output from the interface can be captured into tty/file/clipboard.
12854
// By default, tree nodes are automatically opened during logging.
12855
//-----------------------------------------------------------------------------
12856
12857
// Pass text data straight to log (without being displayed)
12858
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
12859
0
{
12860
0
    if (g.LogFile)
12861
0
    {
12862
0
        g.LogBuffer.Buf.resize(0);
12863
0
        g.LogBuffer.appendfv(fmt, args);
12864
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
12865
0
    }
12866
0
    else
12867
0
    {
12868
0
        g.LogBuffer.appendfv(fmt, args);
12869
0
    }
12870
0
}
12871
12872
void ImGui::LogText(const char* fmt, ...)
12873
0
{
12874
0
    ImGuiContext& g = *GImGui;
12875
0
    if (!g.LogEnabled)
12876
0
        return;
12877
12878
0
    va_list args;
12879
0
    va_start(args, fmt);
12880
0
    LogTextV(g, fmt, args);
12881
0
    va_end(args);
12882
0
}
12883
12884
void ImGui::LogTextV(const char* fmt, va_list args)
12885
0
{
12886
0
    ImGuiContext& g = *GImGui;
12887
0
    if (!g.LogEnabled)
12888
0
        return;
12889
12890
0
    LogTextV(g, fmt, args);
12891
0
}
12892
12893
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
12894
// We split text into individual lines to add current tree level padding
12895
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
12896
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
12897
0
{
12898
0
    ImGuiContext& g = *GImGui;
12899
0
    ImGuiWindow* window = g.CurrentWindow;
12900
12901
0
    const char* prefix = g.LogNextPrefix;
12902
0
    const char* suffix = g.LogNextSuffix;
12903
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
12904
12905
0
    if (!text_end)
12906
0
        text_end = FindRenderedTextEnd(text, text_end);
12907
12908
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
12909
0
    if (ref_pos)
12910
0
        g.LogLinePosY = ref_pos->y;
12911
0
    if (log_new_line)
12912
0
    {
12913
0
        LogText(IM_NEWLINE);
12914
0
        g.LogLineFirstItem = true;
12915
0
    }
12916
12917
0
    if (prefix)
12918
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
12919
12920
    // Re-adjust padding if we have popped out of our starting depth
12921
0
    if (g.LogDepthRef > window->DC.TreeDepth)
12922
0
        g.LogDepthRef = window->DC.TreeDepth;
12923
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
12924
12925
0
    const char* text_remaining = text;
12926
0
    for (;;)
12927
0
    {
12928
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
12929
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
12930
0
        const char* line_start = text_remaining;
12931
0
        const char* line_end = ImStreolRange(line_start, text_end);
12932
0
        const bool is_last_line = (line_end == text_end);
12933
0
        if (line_start != line_end || !is_last_line)
12934
0
        {
12935
0
            const int line_length = (int)(line_end - line_start);
12936
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
12937
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
12938
0
            g.LogLineFirstItem = false;
12939
0
            if (*line_end == '\n')
12940
0
            {
12941
0
                LogText(IM_NEWLINE);
12942
0
                g.LogLineFirstItem = true;
12943
0
            }
12944
0
        }
12945
0
        if (is_last_line)
12946
0
            break;
12947
0
        text_remaining = line_end + 1;
12948
0
    }
12949
12950
0
    if (suffix)
12951
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
12952
0
}
12953
12954
// Start logging/capturing text output
12955
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
12956
0
{
12957
0
    ImGuiContext& g = *GImGui;
12958
0
    ImGuiWindow* window = g.CurrentWindow;
12959
0
    IM_ASSERT(g.LogEnabled == false);
12960
0
    IM_ASSERT(g.LogFile == NULL);
12961
0
    IM_ASSERT(g.LogBuffer.empty());
12962
0
    g.LogEnabled = true;
12963
0
    g.LogType = type;
12964
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
12965
0
    g.LogDepthRef = window->DC.TreeDepth;
12966
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
12967
0
    g.LogLinePosY = FLT_MAX;
12968
0
    g.LogLineFirstItem = true;
12969
0
}
12970
12971
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
12972
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
12973
0
{
12974
0
    ImGuiContext& g = *GImGui;
12975
0
    g.LogNextPrefix = prefix;
12976
0
    g.LogNextSuffix = suffix;
12977
0
}
12978
12979
void ImGui::LogToTTY(int auto_open_depth)
12980
0
{
12981
0
    ImGuiContext& g = *GImGui;
12982
0
    if (g.LogEnabled)
12983
0
        return;
12984
0
    IM_UNUSED(auto_open_depth);
12985
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
12986
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
12987
0
    g.LogFile = stdout;
12988
0
#endif
12989
0
}
12990
12991
// Start logging/capturing text output to given file
12992
void ImGui::LogToFile(int auto_open_depth, const char* filename)
12993
0
{
12994
0
    ImGuiContext& g = *GImGui;
12995
0
    if (g.LogEnabled)
12996
0
        return;
12997
12998
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
12999
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13000
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13001
0
    if (!filename)
13002
0
        filename = g.IO.LogFilename;
13003
0
    if (!filename || !filename[0])
13004
0
        return;
13005
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13006
0
    if (!f)
13007
0
    {
13008
0
        IM_ASSERT(0);
13009
0
        return;
13010
0
    }
13011
13012
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13013
0
    g.LogFile = f;
13014
0
}
13015
13016
// Start logging/capturing text output to clipboard
13017
void ImGui::LogToClipboard(int auto_open_depth)
13018
0
{
13019
0
    ImGuiContext& g = *GImGui;
13020
0
    if (g.LogEnabled)
13021
0
        return;
13022
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13023
0
}
13024
13025
void ImGui::LogToBuffer(int auto_open_depth)
13026
0
{
13027
0
    ImGuiContext& g = *GImGui;
13028
0
    if (g.LogEnabled)
13029
0
        return;
13030
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13031
0
}
13032
13033
void ImGui::LogFinish()
13034
0
{
13035
0
    ImGuiContext& g = *GImGui;
13036
0
    if (!g.LogEnabled)
13037
0
        return;
13038
13039
0
    LogText(IM_NEWLINE);
13040
0
    switch (g.LogType)
13041
0
    {
13042
0
    case ImGuiLogType_TTY:
13043
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13044
0
        fflush(g.LogFile);
13045
0
#endif
13046
0
        break;
13047
0
    case ImGuiLogType_File:
13048
0
        ImFileClose(g.LogFile);
13049
0
        break;
13050
0
    case ImGuiLogType_Buffer:
13051
0
        break;
13052
0
    case ImGuiLogType_Clipboard:
13053
0
        if (!g.LogBuffer.empty())
13054
0
            SetClipboardText(g.LogBuffer.begin());
13055
0
        break;
13056
0
    case ImGuiLogType_None:
13057
0
        IM_ASSERT(0);
13058
0
        break;
13059
0
    }
13060
13061
0
    g.LogEnabled = false;
13062
0
    g.LogType = ImGuiLogType_None;
13063
0
    g.LogFile = NULL;
13064
0
    g.LogBuffer.clear();
13065
0
}
13066
13067
// Helper to display logging buttons
13068
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13069
void ImGui::LogButtons()
13070
0
{
13071
0
    ImGuiContext& g = *GImGui;
13072
13073
0
    PushID("LogButtons");
13074
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13075
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13076
#else
13077
    const bool log_to_tty = false;
13078
#endif
13079
0
    const bool log_to_file = Button("Log To File"); SameLine();
13080
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13081
0
    PushAllowKeyboardFocus(false);
13082
0
    SetNextItemWidth(80.0f);
13083
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13084
0
    PopAllowKeyboardFocus();
13085
0
    PopID();
13086
13087
    // Start logging at the end of the function so that the buttons don't appear in the log
13088
0
    if (log_to_tty)
13089
0
        LogToTTY();
13090
0
    if (log_to_file)
13091
0
        LogToFile();
13092
0
    if (log_to_clipboard)
13093
0
        LogToClipboard();
13094
0
}
13095
13096
13097
//-----------------------------------------------------------------------------
13098
// [SECTION] SETTINGS
13099
//-----------------------------------------------------------------------------
13100
// - UpdateSettings() [Internal]
13101
// - MarkIniSettingsDirty() [Internal]
13102
// - CreateNewWindowSettings() [Internal]
13103
// - FindWindowSettings() [Internal]
13104
// - FindOrCreateWindowSettings() [Internal]
13105
// - FindSettingsHandler() [Internal]
13106
// - ClearIniSettings() [Internal]
13107
// - LoadIniSettingsFromDisk()
13108
// - LoadIniSettingsFromMemory()
13109
// - SaveIniSettingsToDisk()
13110
// - SaveIniSettingsToMemory()
13111
// - WindowSettingsHandler_***() [Internal]
13112
//-----------------------------------------------------------------------------
13113
13114
// Called by NewFrame()
13115
void ImGui::UpdateSettings()
13116
0
{
13117
    // Load settings on first frame (if not explicitly loaded manually before)
13118
0
    ImGuiContext& g = *GImGui;
13119
0
    if (!g.SettingsLoaded)
13120
0
    {
13121
0
        IM_ASSERT(g.SettingsWindows.empty());
13122
0
        if (g.IO.IniFilename)
13123
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13124
0
        g.SettingsLoaded = true;
13125
0
    }
13126
13127
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13128
0
    if (g.SettingsDirtyTimer > 0.0f)
13129
0
    {
13130
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13131
0
        if (g.SettingsDirtyTimer <= 0.0f)
13132
0
        {
13133
0
            if (g.IO.IniFilename != NULL)
13134
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13135
0
            else
13136
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13137
0
            g.SettingsDirtyTimer = 0.0f;
13138
0
        }
13139
0
    }
13140
0
}
13141
13142
void ImGui::MarkIniSettingsDirty()
13143
0
{
13144
0
    ImGuiContext& g = *GImGui;
13145
0
    if (g.SettingsDirtyTimer <= 0.0f)
13146
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13147
0
}
13148
13149
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13150
0
{
13151
0
    ImGuiContext& g = *GImGui;
13152
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13153
0
        if (g.SettingsDirtyTimer <= 0.0f)
13154
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13155
0
}
13156
13157
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13158
0
{
13159
0
    ImGuiContext& g = *GImGui;
13160
13161
0
#if !IMGUI_DEBUG_INI_SETTINGS
13162
    // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13163
    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
13164
0
    if (const char* p = strstr(name, "###"))
13165
0
        name = p;
13166
0
#endif
13167
0
    const size_t name_len = strlen(name);
13168
13169
    // Allocate chunk
13170
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13171
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13172
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13173
0
    settings->ID = ImHashStr(name, name_len);
13174
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13175
13176
0
    return settings;
13177
0
}
13178
13179
ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
13180
0
{
13181
0
    ImGuiContext& g = *GImGui;
13182
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13183
0
        if (settings->ID == id)
13184
0
            return settings;
13185
0
    return NULL;
13186
0
}
13187
13188
ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
13189
0
{
13190
0
    if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name)))
13191
0
        return settings;
13192
0
    return CreateNewWindowSettings(name);
13193
0
}
13194
13195
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13196
0
{
13197
0
    ImGuiContext& g = *GImGui;
13198
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13199
0
    g.SettingsHandlers.push_back(*handler);
13200
0
}
13201
13202
void ImGui::RemoveSettingsHandler(const char* type_name)
13203
0
{
13204
0
    ImGuiContext& g = *GImGui;
13205
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13206
0
        g.SettingsHandlers.erase(handler);
13207
0
}
13208
13209
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13210
0
{
13211
0
    ImGuiContext& g = *GImGui;
13212
0
    const ImGuiID type_hash = ImHashStr(type_name);
13213
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13214
0
        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
13215
0
            return &g.SettingsHandlers[handler_n];
13216
0
    return NULL;
13217
0
}
13218
13219
void ImGui::ClearIniSettings()
13220
0
{
13221
0
    ImGuiContext& g = *GImGui;
13222
0
    g.SettingsIniData.clear();
13223
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13224
0
        if (g.SettingsHandlers[handler_n].ClearAllFn)
13225
0
            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
13226
0
}
13227
13228
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13229
0
{
13230
0
    size_t file_data_size = 0;
13231
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13232
0
    if (!file_data)
13233
0
        return;
13234
0
    if (file_data_size > 0)
13235
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13236
0
    IM_FREE(file_data);
13237
0
}
13238
13239
// Zero-tolerance, no error reporting, cheap .ini parsing
13240
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13241
0
{
13242
0
    ImGuiContext& g = *GImGui;
13243
0
    IM_ASSERT(g.Initialized);
13244
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13245
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13246
13247
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13248
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13249
0
    if (ini_size == 0)
13250
0
        ini_size = strlen(ini_data);
13251
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13252
0
    char* const buf = g.SettingsIniData.Buf.Data;
13253
0
    char* const buf_end = buf + ini_size;
13254
0
    memcpy(buf, ini_data, ini_size);
13255
0
    buf_end[0] = 0;
13256
13257
    // Call pre-read handlers
13258
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13259
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13260
0
        if (g.SettingsHandlers[handler_n].ReadInitFn)
13261
0
            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
13262
13263
0
    void* entry_data = NULL;
13264
0
    ImGuiSettingsHandler* entry_handler = NULL;
13265
13266
0
    char* line_end = NULL;
13267
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13268
0
    {
13269
        // Skip new lines markers, then find end of the line
13270
0
        while (*line == '\n' || *line == '\r')
13271
0
            line++;
13272
0
        line_end = line;
13273
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13274
0
            line_end++;
13275
0
        line_end[0] = 0;
13276
0
        if (line[0] == ';')
13277
0
            continue;
13278
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13279
0
        {
13280
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13281
0
            line_end[-1] = 0;
13282
0
            const char* name_end = line_end - 1;
13283
0
            const char* type_start = line + 1;
13284
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13285
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13286
0
            if (!type_end || !name_start)
13287
0
                continue;
13288
0
            *type_end = 0; // Overwrite first ']'
13289
0
            name_start++;  // Skip second '['
13290
0
            entry_handler = FindSettingsHandler(type_start);
13291
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13292
0
        }
13293
0
        else if (entry_handler != NULL && entry_data != NULL)
13294
0
        {
13295
            // Let type handler parse the line
13296
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13297
0
        }
13298
0
    }
13299
0
    g.SettingsLoaded = true;
13300
13301
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13302
0
    memcpy(buf, ini_data, ini_size);
13303
13304
    // Call post-read handlers
13305
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13306
0
        if (g.SettingsHandlers[handler_n].ApplyAllFn)
13307
0
            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
13308
0
}
13309
13310
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13311
0
{
13312
0
    ImGuiContext& g = *GImGui;
13313
0
    g.SettingsDirtyTimer = 0.0f;
13314
0
    if (!ini_filename)
13315
0
        return;
13316
13317
0
    size_t ini_data_size = 0;
13318
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13319
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13320
0
    if (!f)
13321
0
        return;
13322
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13323
0
    ImFileClose(f);
13324
0
}
13325
13326
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13327
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13328
0
{
13329
0
    ImGuiContext& g = *GImGui;
13330
0
    g.SettingsDirtyTimer = 0.0f;
13331
0
    g.SettingsIniData.Buf.resize(0);
13332
0
    g.SettingsIniData.Buf.push_back(0);
13333
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13334
0
    {
13335
0
        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
13336
0
        handler->WriteAllFn(&g, handler, &g.SettingsIniData);
13337
0
    }
13338
0
    if (out_size)
13339
0
        *out_size = (size_t)g.SettingsIniData.size();
13340
0
    return g.SettingsIniData.c_str();
13341
0
}
13342
13343
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13344
0
{
13345
0
    ImGuiContext& g = *ctx;
13346
0
    for (int i = 0; i != g.Windows.Size; i++)
13347
0
        g.Windows[i]->SettingsOffset = -1;
13348
0
    g.SettingsWindows.clear();
13349
0
}
13350
13351
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13352
0
{
13353
0
    ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name);
13354
0
    ImGuiID id = settings->ID;
13355
0
    *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13356
0
    settings->ID = id;
13357
0
    settings->WantApply = true;
13358
0
    return (void*)settings;
13359
0
}
13360
13361
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13362
0
{
13363
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13364
0
    int x, y;
13365
0
    int i;
13366
0
    ImU32 u1;
13367
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13368
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13369
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13370
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13371
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13372
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13373
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13374
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13375
0
}
13376
13377
// Apply to existing windows (if any)
13378
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13379
0
{
13380
0
    ImGuiContext& g = *ctx;
13381
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13382
0
        if (settings->WantApply)
13383
0
        {
13384
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13385
0
                ApplyWindowSettings(window, settings);
13386
0
            settings->WantApply = false;
13387
0
        }
13388
0
}
13389
13390
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13391
0
{
13392
    // Gather data from windows that were active during this session
13393
    // (if a window wasn't opened in this session we preserve its settings)
13394
0
    ImGuiContext& g = *ctx;
13395
0
    for (int i = 0; i != g.Windows.Size; i++)
13396
0
    {
13397
0
        ImGuiWindow* window = g.Windows[i];
13398
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13399
0
            continue;
13400
13401
0
        ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID);
13402
0
        if (!settings)
13403
0
        {
13404
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13405
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13406
0
        }
13407
0
        IM_ASSERT(settings->ID == window->ID);
13408
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13409
0
        settings->Size = ImVec2ih(window->SizeFull);
13410
0
        settings->ViewportId = window->ViewportId;
13411
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
13412
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
13413
0
        settings->DockId = window->DockId;
13414
0
        settings->ClassId = window->WindowClass.ClassId;
13415
0
        settings->DockOrder = window->DockOrder;
13416
0
        settings->Collapsed = window->Collapsed;
13417
0
    }
13418
13419
    // Write to text buffer
13420
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
13421
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13422
0
    {
13423
0
        const char* settings_name = settings->GetName();
13424
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
13425
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13426
0
        {
13427
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
13428
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
13429
0
        }
13430
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13431
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
13432
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
13433
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
13434
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
13435
0
        if (settings->DockId != 0)
13436
0
        {
13437
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
13438
0
            if (settings->DockOrder == -1)
13439
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
13440
0
            else
13441
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
13442
0
            if (settings->ClassId != 0)
13443
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
13444
0
        }
13445
0
        buf->append("\n");
13446
0
    }
13447
0
}
13448
13449
13450
//-----------------------------------------------------------------------------
13451
// [SECTION] LOCALIZATION
13452
//-----------------------------------------------------------------------------
13453
13454
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
13455
0
{
13456
0
    ImGuiContext& g = *GImGui;
13457
0
    for (int n = 0; n < count; n++)
13458
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
13459
0
}
13460
13461
13462
//-----------------------------------------------------------------------------
13463
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
13464
//-----------------------------------------------------------------------------
13465
// - GetMainViewport()
13466
// - FindViewportByID()
13467
// - FindViewportByPlatformHandle()
13468
// - SetCurrentViewport() [Internal]
13469
// - SetWindowViewport() [Internal]
13470
// - GetWindowAlwaysWantOwnViewport() [Internal]
13471
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
13472
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
13473
// - TranslateWindowsInViewport() [Internal]
13474
// - ScaleWindowsInViewport() [Internal]
13475
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
13476
// - UpdateViewportsNewFrame() [Internal]
13477
// - UpdateViewportsEndFrame() [Internal]
13478
// - AddUpdateViewport() [Internal]
13479
// - WindowSelectViewport() [Internal]
13480
// - WindowSyncOwnedViewport() [Internal]
13481
// - UpdatePlatformWindows()
13482
// - RenderPlatformWindowsDefault()
13483
// - FindPlatformMonitorForPos() [Internal]
13484
// - FindPlatformMonitorForRect() [Internal]
13485
// - UpdateViewportPlatformMonitor() [Internal]
13486
// - DestroyPlatformWindow() [Internal]
13487
// - DestroyPlatformWindows()
13488
//-----------------------------------------------------------------------------
13489
13490
ImGuiViewport* ImGui::GetMainViewport()
13491
0
{
13492
0
    ImGuiContext& g = *GImGui;
13493
0
    return g.Viewports[0];
13494
0
}
13495
13496
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
13497
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
13498
0
{
13499
0
    ImGuiContext& g = *GImGui;
13500
0
    for (int n = 0; n < g.Viewports.Size; n++)
13501
0
        if (g.Viewports[n]->ID == id)
13502
0
            return g.Viewports[n];
13503
0
    return NULL;
13504
0
}
13505
13506
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
13507
0
{
13508
0
    ImGuiContext& g = *GImGui;
13509
0
    for (int i = 0; i != g.Viewports.Size; i++)
13510
0
        if (g.Viewports[i]->PlatformHandle == platform_handle)
13511
0
            return g.Viewports[i];
13512
0
    return NULL;
13513
0
}
13514
13515
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
13516
0
{
13517
0
    ImGuiContext& g = *GImGui;
13518
0
    (void)current_window;
13519
13520
0
    if (viewport)
13521
0
        viewport->LastFrameActive = g.FrameCount;
13522
0
    if (g.CurrentViewport == viewport)
13523
0
        return;
13524
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
13525
0
    g.CurrentViewport = viewport;
13526
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
13527
13528
    // Notify platform layer of viewport changes
13529
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
13530
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
13531
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
13532
0
}
13533
13534
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13535
0
{
13536
    // Abandon viewport
13537
0
    if (window->ViewportOwned && window->Viewport->Window == window)
13538
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
13539
13540
0
    window->Viewport = viewport;
13541
0
    window->ViewportId = viewport->ID;
13542
0
    window->ViewportOwned = (viewport->Window == window);
13543
0
}
13544
13545
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
13546
0
{
13547
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
13548
0
    ImGuiContext& g = *GImGui;
13549
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
13550
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
13551
0
            if (!window->DockIsActive)
13552
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
13553
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
13554
0
                        return true;
13555
0
    return false;
13556
0
}
13557
13558
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13559
0
{
13560
0
    ImGuiContext& g = *GImGui;
13561
0
    if (window->Viewport == viewport)
13562
0
        return false;
13563
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
13564
0
        return false;
13565
0
    if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0)
13566
0
        return false;
13567
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
13568
0
        return false;
13569
0
    if (GetWindowAlwaysWantOwnViewport(window))
13570
0
        return false;
13571
13572
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
13573
0
    for (int n = 0; n < g.Windows.Size; n++)
13574
0
    {
13575
0
        ImGuiWindow* window_behind = g.Windows[n];
13576
0
        if (window_behind == window)
13577
0
            break;
13578
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
13579
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
13580
0
                return false;
13581
0
    }
13582
13583
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
13584
0
    ImGuiViewportP* old_viewport = window->Viewport;
13585
0
    if (window->ViewportOwned)
13586
0
        for (int n = 0; n < g.Windows.Size; n++)
13587
0
            if (g.Windows[n]->Viewport == old_viewport)
13588
0
                SetWindowViewport(g.Windows[n], viewport);
13589
0
    SetWindowViewport(window, viewport);
13590
0
    BringWindowToDisplayFront(window);
13591
13592
0
    return true;
13593
0
}
13594
13595
// FIXME: handle 0 to N host viewports
13596
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
13597
0
{
13598
0
    ImGuiContext& g = *GImGui;
13599
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
13600
0
}
13601
13602
// Translate Dear ImGui windows when a Host Viewport has been moved
13603
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13604
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
13605
0
{
13606
0
    ImGuiContext& g = *GImGui;
13607
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
13608
13609
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
13610
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
13611
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
13612
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
13613
    // and so the window will appear to teleport when releasing the mouse.
13614
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
13615
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
13616
0
    ImVec2 delta_pos = new_pos - old_pos;
13617
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
13618
0
        if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
13619
0
            TranslateWindow(g.Windows[window_n], delta_pos);
13620
0
}
13621
13622
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
13623
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
13624
0
{
13625
0
    ImGuiContext& g = *GImGui;
13626
0
    if (viewport->Window)
13627
0
    {
13628
0
        ScaleWindow(viewport->Window, scale);
13629
0
    }
13630
0
    else
13631
0
    {
13632
0
        for (int i = 0; i != g.Windows.Size; i++)
13633
0
            if (g.Windows[i]->Viewport == viewport)
13634
0
                ScaleWindow(g.Windows[i], scale);
13635
0
    }
13636
0
}
13637
13638
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
13639
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13640
// B) It requires Platform_GetWindowFocus to be implemented by backend.
13641
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
13642
0
{
13643
0
    ImGuiContext& g = *GImGui;
13644
0
    ImGuiViewportP* best_candidate = NULL;
13645
0
    for (int n = 0; n < g.Viewports.Size; n++)
13646
0
    {
13647
0
        ImGuiViewportP* viewport = g.Viewports[n];
13648
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
13649
0
            if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
13650
0
                best_candidate = viewport;
13651
0
    }
13652
0
    return best_candidate;
13653
0
}
13654
13655
// Update viewports and monitor infos
13656
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
13657
static void ImGui::UpdateViewportsNewFrame()
13658
0
{
13659
0
    ImGuiContext& g = *GImGui;
13660
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
13661
13662
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
13663
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
13664
0
    if (viewports_enabled)
13665
0
    {
13666
0
        for (int n = 0; n < g.Viewports.Size; n++)
13667
0
        {
13668
0
            ImGuiViewportP* viewport = g.Viewports[n];
13669
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
13670
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
13671
0
            {
13672
0
                bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
13673
0
                if (minimized)
13674
0
                    viewport->Flags |= ImGuiViewportFlags_Minimized;
13675
0
                else
13676
0
                    viewport->Flags &= ~ImGuiViewportFlags_Minimized;
13677
0
            }
13678
0
        }
13679
0
    }
13680
13681
    // Create/update main viewport with current platform position.
13682
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
13683
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
13684
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
13685
0
    IM_ASSERT(main_viewport->Window == NULL);
13686
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
13687
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
13688
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized))
13689
0
    {
13690
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
13691
0
        main_viewport_size = main_viewport->Size;
13692
0
    }
13693
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
13694
13695
0
    g.CurrentDpiScale = 0.0f;
13696
0
    g.CurrentViewport = NULL;
13697
0
    g.MouseViewport = NULL;
13698
0
    for (int n = 0; n < g.Viewports.Size; n++)
13699
0
    {
13700
0
        ImGuiViewportP* viewport = g.Viewports[n];
13701
0
        viewport->Idx = n;
13702
13703
        // Erase unused viewports
13704
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
13705
0
        {
13706
0
            DestroyViewport(viewport);
13707
0
            n--;
13708
0
            continue;
13709
0
        }
13710
13711
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
13712
0
        if (viewports_enabled)
13713
0
        {
13714
            // Update Position and Size (from Platform Window to ImGui) if requested.
13715
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
13716
0
            if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
13717
0
            {
13718
                // Viewport->WorkPos and WorkSize will be updated below
13719
0
                if (viewport->PlatformRequestMove)
13720
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
13721
0
                if (viewport->PlatformRequestResize)
13722
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
13723
0
            }
13724
0
        }
13725
13726
        // Update/copy monitor info
13727
0
        UpdateViewportPlatformMonitor(viewport);
13728
13729
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
13730
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
13731
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
13732
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
13733
0
        viewport->UpdateWorkRect();
13734
13735
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
13736
0
        viewport->Alpha = 1.0f;
13737
13738
        // Translate Dear ImGui windows when a Host Viewport has been moved
13739
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13740
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
13741
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
13742
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
13743
13744
        // Update DPI scale
13745
0
        float new_dpi_scale;
13746
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
13747
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
13748
0
        else if (viewport->PlatformMonitor != -1)
13749
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
13750
0
        else
13751
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
13752
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
13753
0
        {
13754
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
13755
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
13756
0
                ScaleWindowsInViewport(viewport, scale_factor);
13757
            //if (viewport == GetMainViewport())
13758
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
13759
13760
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
13761
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
13762
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
13763
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
13764
            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
13765
0
        }
13766
0
        viewport->DpiScale = new_dpi_scale;
13767
0
    }
13768
13769
    // Update fallback monitor
13770
0
    if (g.PlatformIO.Monitors.Size == 0)
13771
0
    {
13772
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
13773
0
        monitor->MainPos = main_viewport->Pos;
13774
0
        monitor->MainSize = main_viewport->Size;
13775
0
        monitor->WorkPos = main_viewport->WorkPos;
13776
0
        monitor->WorkSize = main_viewport->WorkSize;
13777
0
        monitor->DpiScale = main_viewport->DpiScale;
13778
0
    }
13779
13780
0
    if (!viewports_enabled)
13781
0
    {
13782
0
        g.MouseViewport = main_viewport;
13783
0
        return;
13784
0
    }
13785
13786
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
13787
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
13788
0
    ImGuiViewportP* viewport_hovered = NULL;
13789
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
13790
0
    {
13791
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
13792
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
13793
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
13794
0
    }
13795
0
    else
13796
0
    {
13797
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
13798
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13799
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
13800
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
13801
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
13802
0
    }
13803
0
    if (viewport_hovered != NULL)
13804
0
        g.MouseLastHoveredViewport = viewport_hovered;
13805
0
    else if (g.MouseLastHoveredViewport == NULL)
13806
0
        g.MouseLastHoveredViewport = g.Viewports[0];
13807
13808
    // Update mouse reference viewport
13809
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
13810
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
13811
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
13812
0
        g.MouseViewport = g.MovingWindow->Viewport;
13813
0
    else
13814
0
        g.MouseViewport = g.MouseLastHoveredViewport;
13815
13816
    // When dragging something, always refer to the last hovered viewport.
13817
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
13818
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
13819
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
13820
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
13821
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
13822
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
13823
0
        viewport_hovered = g.MouseLastHoveredViewport;
13824
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
13825
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
13826
0
            g.MouseViewport = viewport_hovered;
13827
13828
0
    IM_ASSERT(g.MouseViewport != NULL);
13829
0
}
13830
13831
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
13832
static void ImGui::UpdateViewportsEndFrame()
13833
0
{
13834
0
    ImGuiContext& g = *GImGui;
13835
0
    g.PlatformIO.Viewports.resize(0);
13836
0
    for (int i = 0; i < g.Viewports.Size; i++)
13837
0
    {
13838
0
        ImGuiViewportP* viewport = g.Viewports[i];
13839
0
        viewport->LastPos = viewport->Pos;
13840
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
13841
0
            if (i > 0) // Always include main viewport in the list
13842
0
                continue;
13843
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
13844
0
            continue;
13845
0
        if (i > 0)
13846
0
            IM_ASSERT(viewport->Window != NULL);
13847
0
        g.PlatformIO.Viewports.push_back(viewport);
13848
0
    }
13849
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
13850
0
}
13851
13852
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
13853
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
13854
0
{
13855
0
    ImGuiContext& g = *GImGui;
13856
0
    IM_ASSERT(id != 0);
13857
13858
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
13859
0
    if (window != NULL)
13860
0
    {
13861
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
13862
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
13863
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
13864
0
            flags |= ImGuiViewportFlags_NoInputs;
13865
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
13866
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
13867
0
    }
13868
13869
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
13870
0
    if (viewport)
13871
0
    {
13872
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
13873
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
13874
0
            viewport->Pos = pos;
13875
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
13876
0
            viewport->Size = size;
13877
0
        viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags
13878
0
    }
13879
0
    else
13880
0
    {
13881
        // New viewport
13882
0
        viewport = IM_NEW(ImGuiViewportP)();
13883
0
        viewport->ID = id;
13884
0
        viewport->Idx = g.Viewports.Size;
13885
0
        viewport->Pos = viewport->LastPos = pos;
13886
0
        viewport->Size = size;
13887
0
        viewport->Flags = flags;
13888
0
        UpdateViewportPlatformMonitor(viewport);
13889
0
        g.Viewports.push_back(viewport);
13890
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
13891
13892
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
13893
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
13894
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
13895
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
13896
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
13897
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
13898
13899
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
13900
        // This is so we can select an appropriate font size on the first frame of our window lifetime
13901
0
        if (viewport->PlatformMonitor != -1)
13902
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
13903
0
    }
13904
13905
0
    viewport->Window = window;
13906
0
    viewport->LastFrameActive = g.FrameCount;
13907
0
    viewport->UpdateWorkRect();
13908
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
13909
13910
0
    if (window != NULL)
13911
0
        window->ViewportOwned = true;
13912
13913
0
    return viewport;
13914
0
}
13915
13916
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
13917
0
{
13918
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
13919
0
    ImGuiContext& g = *GImGui;
13920
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
13921
0
    {
13922
0
        ImGuiWindow* window = g.Windows[window_n];
13923
0
        if (window->Viewport != viewport)
13924
0
            continue;
13925
0
        window->Viewport = NULL;
13926
0
        window->ViewportOwned = false;
13927
0
    }
13928
0
    if (viewport == g.MouseLastHoveredViewport)
13929
0
        g.MouseLastHoveredViewport = NULL;
13930
13931
    // Destroy
13932
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
13933
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
13934
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
13935
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
13936
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
13937
0
    IM_DELETE(viewport);
13938
0
}
13939
13940
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
13941
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
13942
0
{
13943
0
    ImGuiContext& g = *GImGui;
13944
0
    ImGuiWindowFlags flags = window->Flags;
13945
0
    window->ViewportAllowPlatformMonitorExtend = -1;
13946
13947
    // Restore main viewport if multi-viewport is not supported by the backend
13948
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
13949
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
13950
0
    {
13951
0
        SetWindowViewport(window, main_viewport);
13952
0
        return;
13953
0
    }
13954
0
    window->ViewportOwned = false;
13955
13956
    // Appearing popups reset their viewport so they can inherit again
13957
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
13958
0
    {
13959
0
        window->Viewport = NULL;
13960
0
        window->ViewportId = 0;
13961
0
    }
13962
13963
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
13964
0
    {
13965
        // By default inherit from parent window
13966
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
13967
0
            window->Viewport = window->ParentWindow->Viewport;
13968
13969
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
13970
0
        if (window->Viewport == NULL && window->ViewportId != 0)
13971
0
        {
13972
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
13973
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
13974
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
13975
0
        }
13976
0
    }
13977
13978
0
    bool lock_viewport = false;
13979
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
13980
0
    {
13981
        // Code explicitly request a viewport
13982
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
13983
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
13984
0
        lock_viewport = true;
13985
0
    }
13986
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
13987
0
    {
13988
        // Always inherit viewport from parent window
13989
0
        if (window->DockNode && window->DockNode->HostWindow)
13990
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
13991
0
        window->Viewport = window->ParentWindow->Viewport;
13992
0
    }
13993
0
    else if (window->DockNode && window->DockNode->HostWindow)
13994
0
    {
13995
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
13996
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
13997
0
    }
13998
0
    else if (flags & ImGuiWindowFlags_Tooltip)
13999
0
    {
14000
0
        window->Viewport = g.MouseViewport;
14001
0
    }
14002
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14003
0
    {
14004
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14005
0
    }
14006
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14007
0
    {
14008
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14009
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14010
0
    }
14011
0
    else
14012
0
    {
14013
        // Merge into host viewport?
14014
        // We cannot test window->ViewportOwned as it set lower in the function.
14015
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14016
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14017
0
        if (try_to_merge_into_host_viewport)
14018
0
            UpdateTryMergeWindowIntoHostViewports(window);
14019
0
    }
14020
14021
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14022
0
    if (window->Viewport == NULL)
14023
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14024
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14025
14026
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14027
0
    if (!lock_viewport)
14028
0
    {
14029
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14030
0
        {
14031
            // We need to take account of the possibility that mouse may become invalid.
14032
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14033
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14034
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14035
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14036
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14037
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14038
0
            else
14039
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14040
0
        }
14041
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14042
0
        {
14043
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14044
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14045
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14046
0
            {
14047
                // Steal/transfer ownership
14048
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14049
0
                window->Viewport->Window = window;
14050
0
                window->Viewport->ID = window->ID;
14051
0
                window->Viewport->LastNameHash = 0;
14052
0
            }
14053
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14054
0
            {
14055
                // New viewport
14056
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14057
0
            }
14058
0
        }
14059
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14060
0
        {
14061
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14062
            // Child windows are kept contained within their parent.
14063
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14064
0
        }
14065
0
    }
14066
14067
    // Update flags
14068
0
    window->ViewportOwned = (window == window->Viewport->Window);
14069
0
    window->ViewportId = window->Viewport->ID;
14070
14071
    // If the OS window has a title bar, hide our imgui title bar
14072
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14073
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14074
0
}
14075
14076
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14077
0
{
14078
0
    ImGuiContext& g = *GImGui;
14079
14080
0
    bool viewport_rect_changed = false;
14081
14082
    // Synchronize window --> viewport in most situations
14083
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14084
0
    if (window->Viewport->PlatformRequestMove)
14085
0
    {
14086
0
        window->Pos = window->Viewport->Pos;
14087
0
        MarkIniSettingsDirty(window);
14088
0
    }
14089
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14090
0
    {
14091
0
        viewport_rect_changed = true;
14092
0
        window->Viewport->Pos = window->Pos;
14093
0
    }
14094
14095
0
    if (window->Viewport->PlatformRequestResize)
14096
0
    {
14097
0
        window->Size = window->SizeFull = window->Viewport->Size;
14098
0
        MarkIniSettingsDirty(window);
14099
0
    }
14100
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14101
0
    {
14102
0
        viewport_rect_changed = true;
14103
0
        window->Viewport->Size = window->Size;
14104
0
    }
14105
0
    window->Viewport->UpdateWorkRect();
14106
14107
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14108
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14109
0
    if (viewport_rect_changed)
14110
0
        UpdateViewportPlatformMonitor(window->Viewport);
14111
14112
    // Update common viewport flags
14113
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14114
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14115
0
    ImGuiWindowFlags window_flags = window->Flags;
14116
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14117
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14118
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14119
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14120
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14121
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14122
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14123
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14124
14125
    // Not correct to set modal as topmost because:
14126
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14127
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14128
    //if (flags & ImGuiWindowFlags_Modal)
14129
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14130
14131
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14132
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14133
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14134
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14135
0
    if (is_short_lived_floating_window && !is_modal)
14136
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14137
14138
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14139
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14140
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14141
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14142
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14143
14144
    // We can also tell the backend that clearing the platform window won't be necessary,
14145
    // as our window background is filling the viewport and we have disabled BgAlpha.
14146
    // FIXME: Work on support for per-viewport transparency (#2766)
14147
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14148
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14149
14150
0
    window->Viewport->Flags = viewport_flags;
14151
14152
    // Update parent viewport ID
14153
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14154
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14155
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14156
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14157
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14158
0
    else
14159
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14160
0
}
14161
14162
// Called by user at the end of the main loop, after EndFrame()
14163
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14164
void ImGui::UpdatePlatformWindows()
14165
0
{
14166
0
    ImGuiContext& g = *GImGui;
14167
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14168
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14169
0
    g.FrameCountPlatformEnded = g.FrameCount;
14170
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14171
0
        return;
14172
14173
    // Create/resize/destroy platform windows to match each active viewport.
14174
    // Skip the main viewport (index 0), which is always fully handled by the application!
14175
0
    for (int i = 1; i < g.Viewports.Size; i++)
14176
0
    {
14177
0
        ImGuiViewportP* viewport = g.Viewports[i];
14178
14179
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14180
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14181
0
        bool destroy_platform_window = false;
14182
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14183
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14184
0
        if (destroy_platform_window)
14185
0
        {
14186
0
            DestroyPlatformWindow(viewport);
14187
0
            continue;
14188
0
        }
14189
14190
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14191
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14192
0
            continue;
14193
14194
        // Create window
14195
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14196
0
        if (is_new_platform_window)
14197
0
        {
14198
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14199
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14200
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14201
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14202
0
            viewport->LastNameHash = 0;
14203
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14204
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14205
0
            viewport->PlatformWindowCreated = true;
14206
0
        }
14207
14208
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14209
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14210
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14211
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14212
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14213
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14214
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14215
0
        viewport->LastPlatformPos = viewport->Pos;
14216
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14217
14218
        // Update title bar (if it changed)
14219
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14220
0
        {
14221
0
            const char* title_begin = window_for_title->Name;
14222
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14223
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14224
0
            if (viewport->LastNameHash != title_hash)
14225
0
            {
14226
0
                char title_end_backup_c = *title_end;
14227
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14228
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14229
0
                *title_end = title_end_backup_c;
14230
0
                viewport->LastNameHash = title_hash;
14231
0
            }
14232
0
        }
14233
14234
        // Update alpha (if it changed)
14235
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14236
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14237
0
        viewport->LastAlpha = viewport->Alpha;
14238
14239
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14240
0
        if (g.PlatformIO.Platform_UpdateWindow)
14241
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14242
14243
0
        if (is_new_platform_window)
14244
0
        {
14245
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14246
0
            if (g.FrameCount < 3)
14247
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14248
14249
            // Show window
14250
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14251
14252
            // Even without focus, we assume the window becomes front-most.
14253
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14254
0
            if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
14255
0
                viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
14256
0
            }
14257
14258
        // Clear request flags
14259
0
        viewport->ClearRequestFlags();
14260
0
    }
14261
14262
    // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14263
    // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14264
    // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab.
14265
0
    if (g.PlatformIO.Platform_GetWindowFocus != NULL)
14266
0
    {
14267
0
        ImGuiViewportP* focused_viewport = NULL;
14268
0
        for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
14269
0
        {
14270
0
            ImGuiViewportP* viewport = g.Viewports[n];
14271
0
            if (viewport->PlatformWindowCreated)
14272
0
                if (g.PlatformIO.Platform_GetWindowFocus(viewport))
14273
0
                    focused_viewport = viewport;
14274
0
        }
14275
14276
        // Store a tag so we can infer z-order easily from all our windows
14277
        // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14278
        // will keep the front most stamp instead of losing it back to their parent viewport.
14279
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14280
0
        {
14281
0
            if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
14282
0
                focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
14283
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14284
0
        }
14285
0
    }
14286
0
}
14287
14288
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14289
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14290
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14291
//
14292
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14293
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14294
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14295
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14296
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14297
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14298
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14299
//
14300
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14301
0
{
14302
    // Skip the main viewport (index 0), which is always fully handled by the application!
14303
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14304
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14305
0
    {
14306
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14307
0
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
14308
0
            continue;
14309
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14310
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14311
0
    }
14312
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14313
0
    {
14314
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14315
0
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
14316
0
            continue;
14317
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14318
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14319
0
    }
14320
0
}
14321
14322
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14323
0
{
14324
0
    ImGuiContext& g = *GImGui;
14325
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14326
0
    {
14327
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14328
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14329
0
            return monitor_n;
14330
0
    }
14331
0
    return -1;
14332
0
}
14333
14334
// Search for the monitor with the largest intersection area with the given rectangle
14335
// We generally try to avoid searching loops but the monitor count should be very small here
14336
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14337
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14338
0
{
14339
0
    ImGuiContext& g = *GImGui;
14340
14341
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
14342
0
    if (monitor_count <= 1)
14343
0
        return monitor_count - 1;
14344
14345
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14346
    // This is necessary for tooltips which always resize down to zero at first.
14347
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14348
0
    int best_monitor_n = -1;
14349
0
    float best_monitor_surface = 0.001f;
14350
14351
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14352
0
    {
14353
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14354
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14355
0
        if (monitor_rect.Contains(rect))
14356
0
            return monitor_n;
14357
0
        ImRect overlapping_rect = rect;
14358
0
        overlapping_rect.ClipWithFull(monitor_rect);
14359
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14360
0
        if (overlapping_surface < best_monitor_surface)
14361
0
            continue;
14362
0
        best_monitor_surface = overlapping_surface;
14363
0
        best_monitor_n = monitor_n;
14364
0
    }
14365
0
    return best_monitor_n;
14366
0
}
14367
14368
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14369
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14370
0
{
14371
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14372
0
}
14373
14374
// Return value is always != NULL, but don't hold on it across frames.
14375
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14376
0
{
14377
0
    ImGuiContext& g = *GImGui;
14378
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14379
0
    int monitor_idx = viewport->PlatformMonitor;
14380
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14381
0
        return &g.PlatformIO.Monitors[monitor_idx];
14382
0
    return &g.FallbackMonitor;
14383
0
}
14384
14385
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
14386
0
{
14387
0
    ImGuiContext& g = *GImGui;
14388
0
    if (viewport->PlatformWindowCreated)
14389
0
    {
14390
0
        if (g.PlatformIO.Renderer_DestroyWindow)
14391
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
14392
0
        if (g.PlatformIO.Platform_DestroyWindow)
14393
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
14394
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
14395
14396
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
14397
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
14398
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
14399
0
            viewport->PlatformWindowCreated = false;
14400
0
    }
14401
0
    else
14402
0
    {
14403
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
14404
0
    }
14405
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
14406
0
    viewport->ClearRequestFlags();
14407
0
}
14408
14409
void ImGui::DestroyPlatformWindows()
14410
0
{
14411
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
14412
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
14413
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
14414
    // code to operator a consistent manner.
14415
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
14416
    // crashing if it doesn't have data stored.
14417
0
    ImGuiContext& g = *GImGui;
14418
0
    for (int i = 0; i < g.Viewports.Size; i++)
14419
0
        DestroyPlatformWindow(g.Viewports[i]);
14420
0
}
14421
14422
14423
//-----------------------------------------------------------------------------
14424
// [SECTION] DOCKING
14425
//-----------------------------------------------------------------------------
14426
// Docking: Internal Types
14427
// Docking: Forward Declarations
14428
// Docking: ImGuiDockContext
14429
// Docking: ImGuiDockContext Docking/Undocking functions
14430
// Docking: ImGuiDockNode
14431
// Docking: ImGuiDockNode Tree manipulation functions
14432
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
14433
// Docking: Builder Functions
14434
// Docking: Begin/End Support Functions (called from Begin/End)
14435
// Docking: Settings
14436
//-----------------------------------------------------------------------------
14437
14438
//-----------------------------------------------------------------------------
14439
// Typical Docking call flow: (root level is generally public API):
14440
//-----------------------------------------------------------------------------
14441
// - NewFrame()                               new dear imgui frame
14442
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
14443
//    | - DockContextProcessUndockWindow()    - process one window undocking request
14444
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
14445
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
14446
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
14447
//    | - DockContextProcessDock()            - process one docking request
14448
//    | - DockNodeUpdate()
14449
//    |   - DockNodeUpdateForRootNode()
14450
//    |     - DockNodeUpdateFlagsAndCollapse()
14451
//    |     - DockNodeFindInfo()
14452
//    |   - destroy unused node or tab bar
14453
//    |   - create dock node host window
14454
//    |      - Begin() etc.
14455
//    |   - DockNodeStartMouseMovingWindow()
14456
//    |   - DockNodeTreeUpdatePosSize()
14457
//    |   - DockNodeTreeUpdateSplitter()
14458
//    |   - draw node background
14459
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
14460
//    |     - DockNodeAddTabBar()
14461
//    |     - DockNodeUpdateWindowMenu()
14462
//    |     - DockNodeCalcTabBarLayout()
14463
//    |     - BeginTabBarEx()
14464
//    |     - TabItemEx() calls
14465
//    |     - EndTabBar()
14466
//    |   - BeginDockableDragDropTarget()
14467
//    |      - DockNodeUpdate()               - recurse into child nodes...
14468
//-----------------------------------------------------------------------------
14469
// - DockSpace()                              user submit a dockspace into a window
14470
//    | Begin(Child)                          - create a child window
14471
//    | DockNodeUpdate()                      - call main dock node update function
14472
//    | End(Child)
14473
//    | ItemSize()
14474
//-----------------------------------------------------------------------------
14475
// - Begin()
14476
//    | BeginDocked()
14477
//    | BeginDockableDragDropSource()
14478
//    | BeginDockableDragDropTarget()
14479
//    | - DockNodePreviewDockRender()
14480
//-----------------------------------------------------------------------------
14481
// - EndFrame()
14482
//    | DockContextEndFrame()
14483
//-----------------------------------------------------------------------------
14484
14485
//-----------------------------------------------------------------------------
14486
// Docking: Internal Types
14487
//-----------------------------------------------------------------------------
14488
// - ImGuiDockRequestType
14489
// - ImGuiDockRequest
14490
// - ImGuiDockPreviewData
14491
// - ImGuiDockNodeSettings
14492
// - ImGuiDockContext
14493
//-----------------------------------------------------------------------------
14494
14495
enum ImGuiDockRequestType
14496
{
14497
    ImGuiDockRequestType_None = 0,
14498
    ImGuiDockRequestType_Dock,
14499
    ImGuiDockRequestType_Undock,
14500
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
14501
};
14502
14503
struct ImGuiDockRequest
14504
{
14505
    ImGuiDockRequestType    Type;
14506
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
14507
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
14508
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
14509
    ImGuiDir                DockSplitDir;
14510
    float                   DockSplitRatio;
14511
    bool                    DockSplitOuter;
14512
    ImGuiWindow*            UndockTargetWindow;
14513
    ImGuiDockNode*          UndockTargetNode;
14514
14515
    ImGuiDockRequest()
14516
0
    {
14517
0
        Type = ImGuiDockRequestType_None;
14518
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
14519
0
        DockTargetNode = UndockTargetNode = NULL;
14520
0
        DockSplitDir = ImGuiDir_None;
14521
0
        DockSplitRatio = 0.5f;
14522
0
        DockSplitOuter = false;
14523
0
    }
14524
};
14525
14526
struct ImGuiDockPreviewData
14527
{
14528
    ImGuiDockNode   FutureNode;
14529
    bool            IsDropAllowed;
14530
    bool            IsCenterAvailable;
14531
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
14532
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
14533
    ImGuiDockNode*  SplitNode;
14534
    ImGuiDir        SplitDir;
14535
    float           SplitRatio;
14536
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
14537
14538
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
14539
};
14540
14541
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
14542
struct ImGuiDockNodeSettings
14543
{
14544
    ImGuiID             ID;
14545
    ImGuiID             ParentNodeId;
14546
    ImGuiID             ParentWindowId;
14547
    ImGuiID             SelectedTabId;
14548
    signed char         SplitAxis;
14549
    char                Depth;
14550
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
14551
    ImVec2ih            Pos;
14552
    ImVec2ih            Size;
14553
    ImVec2ih            SizeRef;
14554
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
14555
};
14556
14557
//-----------------------------------------------------------------------------
14558
// Docking: Forward Declarations
14559
//-----------------------------------------------------------------------------
14560
14561
namespace ImGui
14562
{
14563
    // ImGuiDockContext
14564
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
14565
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
14566
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
14567
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
14568
    static void             DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true);
14569
    static void             DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
14570
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
14571
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
14572
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
14573
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
14574
14575
    // ImGuiDockNode
14576
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
14577
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14578
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14579
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
14580
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
14581
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
14582
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
14583
    static void             DockNodeUpdate(ImGuiDockNode* node);
14584
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
14585
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
14586
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
14587
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
14588
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
14589
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
14590
    static ImGuiID          DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
14591
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
14592
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
14593
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
14594
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
14595
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
14596
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
14597
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
14598
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
14599
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
14600
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
14601
14602
    // ImGuiDockNode tree manipulations
14603
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
14604
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
14605
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
14606
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
14607
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
14608
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
14609
14610
    // Settings
14611
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
14612
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
14613
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
14614
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
14615
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
14616
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
14617
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
14618
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
14619
}
14620
14621
//-----------------------------------------------------------------------------
14622
// Docking: ImGuiDockContext
14623
//-----------------------------------------------------------------------------
14624
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
14625
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
14626
// At boot time only, we run a simple GC to remove nodes that have no references.
14627
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
14628
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
14629
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
14630
//-----------------------------------------------------------------------------
14631
// - DockContextInitialize()
14632
// - DockContextShutdown()
14633
// - DockContextClearNodes()
14634
// - DockContextRebuildNodes()
14635
// - DockContextNewFrameUpdateUndocking()
14636
// - DockContextNewFrameUpdateDocking()
14637
// - DockContextEndFrame()
14638
// - DockContextFindNodeByID()
14639
// - DockContextBindNodeToWindow()
14640
// - DockContextGenNodeID()
14641
// - DockContextAddNode()
14642
// - DockContextRemoveNode()
14643
// - ImGuiDockContextPruneNodeData
14644
// - DockContextPruneUnusedSettingsNodes()
14645
// - DockContextBuildNodesFromSettings()
14646
// - DockContextBuildAddWindowsToNodes()
14647
//-----------------------------------------------------------------------------
14648
14649
void ImGui::DockContextInitialize(ImGuiContext* ctx)
14650
0
{
14651
0
    ImGuiContext& g = *ctx;
14652
14653
    // Add .ini handle for persistent docking data
14654
0
    ImGuiSettingsHandler ini_handler;
14655
0
    ini_handler.TypeName = "Docking";
14656
0
    ini_handler.TypeHash = ImHashStr("Docking");
14657
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
14658
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
14659
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
14660
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
14661
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
14662
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
14663
0
    g.SettingsHandlers.push_back(ini_handler);
14664
0
}
14665
14666
void ImGui::DockContextShutdown(ImGuiContext* ctx)
14667
0
{
14668
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14669
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14670
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14671
0
            IM_DELETE(node);
14672
0
}
14673
14674
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
14675
0
{
14676
0
    IM_UNUSED(ctx);
14677
0
    IM_ASSERT(ctx == GImGui);
14678
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
14679
0
    DockBuilderRemoveNodeChildNodes(root_id);
14680
0
}
14681
14682
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
14683
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
14684
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
14685
0
{
14686
0
    ImGuiContext& g = *ctx;
14687
0
    ImGuiDockContext* dc = &ctx->DockContext;
14688
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
14689
0
    SaveIniSettingsToMemory();
14690
0
    ImGuiID root_id = 0; // Rebuild all
14691
0
    DockContextClearNodes(ctx, root_id, false);
14692
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
14693
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
14694
0
}
14695
14696
// Docking context update function, called by NewFrame()
14697
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
14698
0
{
14699
0
    ImGuiContext& g = *ctx;
14700
0
    ImGuiDockContext* dc = &ctx->DockContext;
14701
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
14702
0
    {
14703
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
14704
0
            DockContextClearNodes(ctx, 0, true);
14705
0
        return;
14706
0
    }
14707
14708
    // Setting NoSplit at runtime merges all nodes
14709
0
    if (g.IO.ConfigDockingNoSplit)
14710
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
14711
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14712
0
                if (node->IsRootNode() && node->IsSplitNode())
14713
0
                {
14714
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
14715
                    //dc->WantFullRebuild = true;
14716
0
                }
14717
14718
    // Process full rebuild
14719
#if 0
14720
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
14721
        dc->WantFullRebuild = true;
14722
#endif
14723
0
    if (dc->WantFullRebuild)
14724
0
    {
14725
0
        DockContextRebuildNodes(ctx);
14726
0
        dc->WantFullRebuild = false;
14727
0
    }
14728
14729
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
14730
0
    for (int n = 0; n < dc->Requests.Size; n++)
14731
0
    {
14732
0
        ImGuiDockRequest* req = &dc->Requests[n];
14733
0
        if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
14734
0
            DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
14735
0
        else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
14736
0
            DockContextProcessUndockNode(ctx, req->UndockTargetNode);
14737
0
    }
14738
0
}
14739
14740
// Docking context update function, called by NewFrame()
14741
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
14742
0
{
14743
0
    ImGuiContext& g = *ctx;
14744
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14745
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
14746
0
        return;
14747
14748
    // [DEBUG] Store hovered dock node.
14749
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
14750
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
14751
0
    g.DebugHoveredDockNode = NULL;
14752
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
14753
0
    {
14754
0
        if (hovered_window->DockNodeAsHost)
14755
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
14756
0
        else if (hovered_window->RootWindow->DockNode)
14757
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
14758
0
    }
14759
14760
    // Process Docking requests
14761
0
    for (int n = 0; n < dc->Requests.Size; n++)
14762
0
        if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
14763
0
            DockContextProcessDock(ctx, &dc->Requests[n]);
14764
0
    dc->Requests.resize(0);
14765
14766
    // Create windows for each automatic docking nodes
14767
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
14768
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14769
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14770
0
            if (node->IsFloatingNode())
14771
0
                DockNodeUpdate(node);
14772
0
}
14773
14774
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
14775
0
{
14776
    // Draw backgrounds of node missing their window
14777
0
    ImGuiContext& g = *ctx;
14778
0
    ImGuiDockContext* dc = &g.DockContext;
14779
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14780
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14781
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
14782
0
            {
14783
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
14784
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
14785
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
14786
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
14787
0
            }
14788
0
}
14789
14790
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
14791
0
{
14792
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
14793
0
}
14794
14795
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
14796
0
{
14797
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
14798
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
14799
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
14800
0
    ImGuiID id = 0x0001;
14801
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
14802
0
        id++;
14803
0
    return id;
14804
0
}
14805
14806
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
14807
0
{
14808
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
14809
0
    ImGuiContext& g = *ctx;
14810
0
    if (id == 0)
14811
0
        id = DockContextGenNodeID(ctx);
14812
0
    else
14813
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
14814
14815
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
14816
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
14817
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
14818
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
14819
0
    return node;
14820
0
}
14821
14822
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
14823
0
{
14824
0
    ImGuiContext& g = *ctx;
14825
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14826
14827
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
14828
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
14829
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
14830
0
    IM_ASSERT(node->Windows.Size == 0);
14831
14832
0
    if (node->HostWindow)
14833
0
        node->HostWindow->DockNodeAsHost = NULL;
14834
14835
0
    ImGuiDockNode* parent_node = node->ParentNode;
14836
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
14837
0
    if (merge)
14838
0
    {
14839
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
14840
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
14841
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
14842
0
    }
14843
0
    else
14844
0
    {
14845
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
14846
0
            if (parent_node->ChildNodes[n] == node)
14847
0
                node->ParentNode->ChildNodes[n] = NULL;
14848
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
14849
0
        IM_DELETE(node);
14850
0
    }
14851
0
}
14852
14853
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
14854
0
{
14855
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
14856
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
14857
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
14858
0
}
14859
14860
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
14861
struct ImGuiDockContextPruneNodeData
14862
{
14863
    int         CountWindows, CountChildWindows, CountChildNodes;
14864
    ImGuiID     RootId;
14865
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
14866
};
14867
14868
// Garbage collect unused nodes (run once at init time)
14869
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
14870
0
{
14871
0
    ImGuiContext& g = *ctx;
14872
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14873
0
    IM_ASSERT(g.Windows.Size == 0);
14874
14875
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
14876
0
    pool.Reserve(dc->NodesSettings.Size);
14877
14878
    // Count child nodes and compute RootID
14879
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
14880
0
    {
14881
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
14882
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
14883
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
14884
0
        if (settings->ParentNodeId)
14885
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
14886
0
    }
14887
14888
    // Count reference to dock ids from dockspaces
14889
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
14890
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
14891
0
    {
14892
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
14893
0
        if (settings->ParentWindowId != 0)
14894
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowId))
14895
0
                if (window_settings->DockId)
14896
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
14897
0
                        data->CountChildNodes++;
14898
0
    }
14899
14900
    // Count reference to dock ids from window settings
14901
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
14902
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14903
0
        if (ImGuiID dock_id = settings->DockId)
14904
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
14905
0
            {
14906
0
                data->CountWindows++;
14907
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
14908
0
                    data_root->CountChildWindows++;
14909
0
            }
14910
14911
    // Prune
14912
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
14913
0
    {
14914
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
14915
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
14916
0
        if (data->CountWindows > 1)
14917
0
            continue;
14918
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
14919
14920
0
        bool remove = false;
14921
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
14922
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
14923
0
        remove |= (data_root->CountChildWindows == 0);
14924
0
        if (remove)
14925
0
        {
14926
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
14927
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
14928
0
            settings->ID = 0;
14929
0
        }
14930
0
    }
14931
0
}
14932
14933
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
14934
0
{
14935
    // Build nodes
14936
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
14937
0
    {
14938
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
14939
0
        if (settings->ID == 0)
14940
0
            continue;
14941
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
14942
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
14943
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
14944
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
14945
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
14946
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
14947
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
14948
0
            node->ParentNode->ChildNodes[0] = node;
14949
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
14950
0
            node->ParentNode->ChildNodes[1] = node;
14951
0
        node->SelectedTabId = settings->SelectedTabId;
14952
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
14953
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
14954
14955
        // Bind host window immediately if it already exist (in case of a rebuild)
14956
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
14957
0
        char host_window_title[20];
14958
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
14959
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
14960
0
    }
14961
0
}
14962
14963
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
14964
0
{
14965
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
14966
0
    ImGuiContext& g = *ctx;
14967
0
    for (int n = 0; n < g.Windows.Size; n++)
14968
0
    {
14969
0
        ImGuiWindow* window = g.Windows[n];
14970
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
14971
0
            continue;
14972
0
        if (window->DockNode != NULL)
14973
0
            continue;
14974
14975
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
14976
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
14977
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
14978
0
            DockNodeAddWindow(node, window, true);
14979
0
    }
14980
0
}
14981
14982
//-----------------------------------------------------------------------------
14983
// Docking: ImGuiDockContext Docking/Undocking functions
14984
//-----------------------------------------------------------------------------
14985
// - DockContextQueueDock()
14986
// - DockContextQueueUndockWindow()
14987
// - DockContextQueueUndockNode()
14988
// - DockContextQueueNotifyRemovedNode()
14989
// - DockContextProcessDock()
14990
// - DockContextProcessUndockWindow()
14991
// - DockContextProcessUndockNode()
14992
// - DockContextCalcDropPosForDocking()
14993
//-----------------------------------------------------------------------------
14994
14995
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
14996
0
{
14997
0
    IM_ASSERT(target != payload);
14998
0
    ImGuiDockRequest req;
14999
0
    req.Type = ImGuiDockRequestType_Dock;
15000
0
    req.DockTargetWindow = target;
15001
0
    req.DockTargetNode = target_node;
15002
0
    req.DockPayload = payload;
15003
0
    req.DockSplitDir = split_dir;
15004
0
    req.DockSplitRatio = split_ratio;
15005
0
    req.DockSplitOuter = split_outer;
15006
0
    ctx->DockContext.Requests.push_back(req);
15007
0
}
15008
15009
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15010
0
{
15011
0
    ImGuiDockRequest req;
15012
0
    req.Type = ImGuiDockRequestType_Undock;
15013
0
    req.UndockTargetWindow = window;
15014
0
    ctx->DockContext.Requests.push_back(req);
15015
0
}
15016
15017
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15018
0
{
15019
0
    ImGuiDockRequest req;
15020
0
    req.Type = ImGuiDockRequestType_Undock;
15021
0
    req.UndockTargetNode = node;
15022
0
    ctx->DockContext.Requests.push_back(req);
15023
0
}
15024
15025
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15026
0
{
15027
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15028
0
    for (int n = 0; n < dc->Requests.Size; n++)
15029
0
        if (dc->Requests[n].DockTargetNode == node)
15030
0
            dc->Requests[n].Type = ImGuiDockRequestType_None;
15031
0
}
15032
15033
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15034
0
{
15035
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15036
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15037
15038
0
    ImGuiContext& g = *ctx;
15039
0
    IM_UNUSED(g);
15040
15041
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15042
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15043
0
    ImGuiDockNode* node = req->DockTargetNode;
15044
0
    if (payload_window)
15045
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15046
0
    else
15047
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15048
15049
    // Decide which Tab will be selected at the end of the operation
15050
0
    ImGuiID next_selected_id = 0;
15051
0
    ImGuiDockNode* payload_node = NULL;
15052
0
    if (payload_window)
15053
0
    {
15054
0
        payload_node = payload_window->DockNodeAsHost;
15055
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15056
0
        if (payload_node && payload_node->IsLeafNode())
15057
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15058
0
        if (payload_node == NULL)
15059
0
            next_selected_id = payload_window->TabId;
15060
0
    }
15061
15062
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15063
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15064
0
    if (node)
15065
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15066
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15067
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15068
15069
    // Create new node and add existing window to it
15070
0
    if (node == NULL)
15071
0
    {
15072
0
        node = DockContextAddNode(ctx, 0);
15073
0
        node->Pos = target_window->Pos;
15074
0
        node->Size = target_window->Size;
15075
0
        if (target_window->DockNodeAsHost == NULL)
15076
0
        {
15077
0
            DockNodeAddWindow(node, target_window, true);
15078
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15079
0
            target_window->DockIsActive = true;
15080
0
        }
15081
0
    }
15082
15083
0
    ImGuiDir split_dir = req->DockSplitDir;
15084
0
    if (split_dir != ImGuiDir_None)
15085
0
    {
15086
        // Split into two, one side will be our payload node unless we are dropping a loose window
15087
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15088
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15089
0
        const float split_ratio = req->DockSplitRatio;
15090
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15091
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15092
0
        new_node->HostWindow = node->HostWindow;
15093
0
        node = new_node;
15094
0
    }
15095
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15096
15097
0
    if (node != payload_node)
15098
0
    {
15099
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15100
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15101
0
        {
15102
0
            DockNodeAddTabBar(node);
15103
0
            for (int n = 0; n < node->Windows.Size; n++)
15104
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15105
0
        }
15106
15107
0
        if (payload_node != NULL)
15108
0
        {
15109
            // Transfer full payload node (with 1+ child windows or child nodes)
15110
0
            if (payload_node->IsSplitNode())
15111
0
            {
15112
0
                if (node->Windows.Size > 0)
15113
0
                {
15114
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15115
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15116
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15117
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15118
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15119
0
                    if (visible_node->TabBar)
15120
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15121
0
                    DockNodeMoveWindows(node, visible_node);
15122
0
                    DockNodeMoveWindows(visible_node, node);
15123
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15124
0
                }
15125
0
                if (node->IsCentralNode())
15126
0
                {
15127
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15128
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15129
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15130
0
                    IM_ASSERT(last_focused_node != NULL);
15131
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15132
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15133
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15134
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15135
0
                    last_focused_root_node->CentralNode = last_focused_node;
15136
0
                }
15137
15138
0
                IM_ASSERT(node->Windows.Size == 0);
15139
0
                DockNodeMoveChildNodes(node, payload_node);
15140
0
            }
15141
0
            else
15142
0
            {
15143
0
                const ImGuiID payload_dock_id = payload_node->ID;
15144
0
                DockNodeMoveWindows(node, payload_node);
15145
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15146
0
            }
15147
0
            DockContextRemoveNode(ctx, payload_node, true);
15148
0
        }
15149
0
        else if (payload_window)
15150
0
        {
15151
            // Transfer single window
15152
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15153
0
            node->VisibleWindow = payload_window;
15154
0
            DockNodeAddWindow(node, payload_window, true);
15155
0
            if (payload_dock_id != 0)
15156
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15157
0
        }
15158
0
    }
15159
0
    else
15160
0
    {
15161
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15162
0
        node->WantHiddenTabBarUpdate = true;
15163
0
    }
15164
15165
    // Update selection immediately
15166
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15167
0
        tab_bar->NextSelectedTabId = next_selected_id;
15168
0
    MarkIniSettingsDirty();
15169
0
}
15170
15171
// Problem:
15172
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15173
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15174
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15175
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15176
// Solution:
15177
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15178
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15179
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15180
0
{
15181
0
    if (ref_viewport == NULL)
15182
0
        return size;
15183
15184
0
    ImGuiContext& g = *GImGui;
15185
0
    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
15186
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15187
0
    {
15188
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15189
0
        max_size = ImFloor(monitor->WorkSize * 0.90f);
15190
0
    }
15191
0
    return ImMin(size, max_size);
15192
0
}
15193
15194
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15195
0
{
15196
0
    ImGuiContext& g = *ctx;
15197
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15198
0
    if (window->DockNode)
15199
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15200
0
    else
15201
0
        window->DockId = 0;
15202
0
    window->Collapsed = false;
15203
0
    window->DockIsActive = false;
15204
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15205
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15206
15207
0
    MarkIniSettingsDirty();
15208
0
}
15209
15210
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15211
0
{
15212
0
    ImGuiContext& g = *ctx;
15213
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15214
0
    IM_ASSERT(node->IsLeafNode());
15215
0
    IM_ASSERT(node->Windows.Size >= 1);
15216
15217
0
    if (node->IsRootNode() || node->IsCentralNode())
15218
0
    {
15219
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15220
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15221
0
        new_node->Pos = node->Pos;
15222
0
        new_node->Size = node->Size;
15223
0
        new_node->SizeRef = node->SizeRef;
15224
0
        DockNodeMoveWindows(new_node, node);
15225
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15226
0
        node = new_node;
15227
0
    }
15228
0
    else
15229
0
    {
15230
        // Otherwise extract our node and merge our sibling back into the parent node.
15231
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15232
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15233
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15234
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15235
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15236
0
        node->ParentNode = NULL;
15237
0
    }
15238
0
    for (int n = 0; n < node->Windows.Size; n++)
15239
0
    {
15240
0
        ImGuiWindow* window = node->Windows[n];
15241
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15242
0
        if (window->ParentWindow)
15243
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15244
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15245
0
    }
15246
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15247
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15248
0
    node->WantMouseMove = true;
15249
0
    MarkIniSettingsDirty();
15250
0
}
15251
15252
// This is mostly used for automation.
15253
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15254
0
{
15255
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15256
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15257
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15258
0
        split_outer = true;
15259
0
    ImGuiDockPreviewData split_data;
15260
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15261
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15262
0
        return false;
15263
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15264
0
    return true;
15265
0
}
15266
15267
//-----------------------------------------------------------------------------
15268
// Docking: ImGuiDockNode
15269
//-----------------------------------------------------------------------------
15270
// - DockNodeGetTabOrder()
15271
// - DockNodeAddWindow()
15272
// - DockNodeRemoveWindow()
15273
// - DockNodeMoveChildNodes()
15274
// - DockNodeMoveWindows()
15275
// - DockNodeApplyPosSizeToWindows()
15276
// - DockNodeHideHostWindow()
15277
// - ImGuiDockNodeFindInfoResults
15278
// - DockNodeFindInfo()
15279
// - DockNodeFindWindowByID()
15280
// - DockNodeUpdateFlagsAndCollapse()
15281
// - DockNodeUpdateHasCentralNodeFlag()
15282
// - DockNodeUpdateVisibleFlag()
15283
// - DockNodeStartMouseMovingWindow()
15284
// - DockNodeUpdate()
15285
// - DockNodeUpdateWindowMenu()
15286
// - DockNodeBeginAmendTabBar()
15287
// - DockNodeEndAmendTabBar()
15288
// - DockNodeUpdateTabBar()
15289
// - DockNodeAddTabBar()
15290
// - DockNodeRemoveTabBar()
15291
// - DockNodeIsDropAllowedOne()
15292
// - DockNodeIsDropAllowed()
15293
// - DockNodeCalcTabBarLayout()
15294
// - DockNodeCalcSplitRects()
15295
// - DockNodeCalcDropRectsAndTestMousePos()
15296
// - DockNodePreviewDockSetup()
15297
// - DockNodePreviewDockRender()
15298
//-----------------------------------------------------------------------------
15299
15300
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15301
0
{
15302
0
    ID = id;
15303
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15304
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15305
0
    TabBar = NULL;
15306
0
    SplitAxis = ImGuiAxis_None;
15307
15308
0
    State = ImGuiDockNodeState_Unknown;
15309
0
    LastBgColor = IM_COL32_WHITE;
15310
0
    HostWindow = VisibleWindow = NULL;
15311
0
    CentralNode = OnlyNodeWithWindows = NULL;
15312
0
    CountNodeWithWindows = 0;
15313
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15314
0
    LastFocusedNodeId = 0;
15315
0
    SelectedTabId = 0;
15316
0
    WantCloseTabId = 0;
15317
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15318
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15319
0
    IsVisible = true;
15320
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15321
0
    IsBgDrawnThisFrame = false;
15322
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15323
0
}
15324
15325
ImGuiDockNode::~ImGuiDockNode()
15326
0
{
15327
0
    IM_DELETE(TabBar);
15328
0
    TabBar = NULL;
15329
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15330
0
}
15331
15332
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15333
0
{
15334
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15335
0
    if (tab_bar == NULL)
15336
0
        return -1;
15337
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15338
0
    return tab ? tab_bar->GetTabOrder(tab) : -1;
15339
0
}
15340
15341
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15342
0
{
15343
0
    window->Hidden = true;
15344
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15345
0
}
15346
15347
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15348
0
{
15349
0
    ImGuiContext& g = *GImGui; (void)g;
15350
0
    if (window->DockNode)
15351
0
    {
15352
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15353
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15354
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15355
0
    }
15356
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15357
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15358
15359
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15360
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15361
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15362
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15363
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15364
15365
0
    node->Windows.push_back(window);
15366
0
    node->WantHiddenTabBarUpdate = true;
15367
0
    window->DockNode = node;
15368
0
    window->DockId = node->ID;
15369
0
    window->DockIsActive = (node->Windows.Size > 1);
15370
0
    window->DockTabWantClose = false;
15371
15372
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15373
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15374
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15375
0
    {
15376
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15377
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15378
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15379
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15380
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15381
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
15382
0
    }
15383
15384
    // Add to tab bar if requested
15385
0
    if (add_to_tab_bar)
15386
0
    {
15387
0
        if (node->TabBar == NULL)
15388
0
        {
15389
0
            DockNodeAddTabBar(node);
15390
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
15391
15392
            // Add existing windows
15393
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
15394
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15395
0
        }
15396
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
15397
0
    }
15398
15399
0
    DockNodeUpdateVisibleFlag(node);
15400
15401
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
15402
0
    if (node->HostWindow)
15403
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
15404
0
}
15405
15406
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
15407
0
{
15408
0
    ImGuiContext& g = *GImGui;
15409
0
    IM_ASSERT(window->DockNode == node);
15410
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
15411
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
15412
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
15413
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15414
15415
0
    window->DockNode = NULL;
15416
0
    window->DockIsActive = window->DockTabWantClose = false;
15417
0
    window->DockId = save_dock_id;
15418
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15419
0
    if (window->ParentWindow)
15420
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
15421
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
15422
15423
    // Remove window
15424
0
    bool erased = false;
15425
0
    for (int n = 0; n < node->Windows.Size; n++)
15426
0
        if (node->Windows[n] == window)
15427
0
        {
15428
0
            node->Windows.erase(node->Windows.Data + n);
15429
0
            erased = true;
15430
0
            break;
15431
0
        }
15432
0
    if (!erased)
15433
0
        IM_ASSERT(erased);
15434
0
    if (node->VisibleWindow == window)
15435
0
        node->VisibleWindow = NULL;
15436
15437
    // Remove tab and possibly tab bar
15438
0
    node->WantHiddenTabBarUpdate = true;
15439
0
    if (node->TabBar)
15440
0
    {
15441
0
        TabBarRemoveTab(node->TabBar, window->TabId);
15442
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
15443
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
15444
0
            DockNodeRemoveTabBar(node);
15445
0
    }
15446
15447
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
15448
0
    {
15449
        // Automatic dock node delete themselves if they are not holding at least one tab
15450
0
        DockContextRemoveNode(&g, node, true);
15451
0
        return;
15452
0
    }
15453
15454
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
15455
0
    {
15456
0
        ImGuiWindow* remaining_window = node->Windows[0];
15457
0
        if (node->HostWindow->ViewportOwned && node->IsRootNode())
15458
0
        {
15459
            // Transfer viewport back to the remaining loose window
15460
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name);
15461
0
            IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow);
15462
0
            node->HostWindow->Viewport->Window = remaining_window;
15463
0
            node->HostWindow->Viewport->ID = remaining_window->ID;
15464
0
        }
15465
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
15466
0
    }
15467
15468
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
15469
0
    DockNodeUpdateVisibleFlag(node);
15470
0
}
15471
15472
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15473
0
{
15474
0
    IM_ASSERT(dst_node->Windows.Size == 0);
15475
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
15476
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
15477
0
    if (dst_node->ChildNodes[0])
15478
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
15479
0
    if (dst_node->ChildNodes[1])
15480
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
15481
0
    dst_node->SplitAxis = src_node->SplitAxis;
15482
0
    dst_node->SizeRef = src_node->SizeRef;
15483
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
15484
0
}
15485
15486
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15487
0
{
15488
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
15489
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
15490
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
15491
0
    if (src_tab_bar != NULL)
15492
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
15493
15494
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
15495
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
15496
0
    if (move_tab_bar)
15497
0
    {
15498
0
        dst_node->TabBar = src_node->TabBar;
15499
0
        src_node->TabBar = NULL;
15500
0
    }
15501
15502
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
15503
0
    for (ImGuiWindow* window : src_node->Windows)
15504
0
    {
15505
0
        window->DockNode = NULL;
15506
0
        window->DockIsActive = false;
15507
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
15508
0
    }
15509
0
    src_node->Windows.clear();
15510
15511
0
    if (!move_tab_bar && src_node->TabBar)
15512
0
    {
15513
0
        if (dst_node->TabBar)
15514
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
15515
0
        DockNodeRemoveTabBar(src_node);
15516
0
    }
15517
0
}
15518
15519
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
15520
0
{
15521
0
    for (int n = 0; n < node->Windows.Size; n++)
15522
0
    {
15523
0
        SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
15524
0
        SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
15525
0
    }
15526
0
}
15527
15528
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
15529
0
{
15530
0
    if (node->HostWindow)
15531
0
    {
15532
0
        if (node->HostWindow->DockNodeAsHost == node)
15533
0
            node->HostWindow->DockNodeAsHost = NULL;
15534
0
        node->HostWindow = NULL;
15535
0
    }
15536
15537
0
    if (node->Windows.Size == 1)
15538
0
    {
15539
0
        node->VisibleWindow = node->Windows[0];
15540
0
        node->Windows[0]->DockIsActive = false;
15541
0
    }
15542
15543
0
    if (node->TabBar)
15544
0
        DockNodeRemoveTabBar(node);
15545
0
}
15546
15547
// Search function called once by root node in DockNodeUpdate()
15548
struct ImGuiDockNodeTreeInfo
15549
{
15550
    ImGuiDockNode*      CentralNode;
15551
    ImGuiDockNode*      FirstNodeWithWindows;
15552
    int                 CountNodesWithWindows;
15553
    //ImGuiWindowClass  WindowClassForMerges;
15554
15555
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
15556
};
15557
15558
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
15559
0
{
15560
0
    if (node->Windows.Size > 0)
15561
0
    {
15562
0
        if (info->FirstNodeWithWindows == NULL)
15563
0
            info->FirstNodeWithWindows = node;
15564
0
        info->CountNodesWithWindows++;
15565
0
    }
15566
0
    if (node->IsCentralNode())
15567
0
    {
15568
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
15569
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
15570
0
        info->CentralNode = node;
15571
0
    }
15572
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
15573
0
        return;
15574
0
    if (node->ChildNodes[0])
15575
0
        DockNodeFindInfo(node->ChildNodes[0], info);
15576
0
    if (node->ChildNodes[1])
15577
0
        DockNodeFindInfo(node->ChildNodes[1], info);
15578
0
}
15579
15580
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
15581
0
{
15582
0
    IM_ASSERT(id != 0);
15583
0
    for (int n = 0; n < node->Windows.Size; n++)
15584
0
        if (node->Windows[n]->ID == id)
15585
0
            return node->Windows[n];
15586
0
    return NULL;
15587
0
}
15588
15589
// - Remove inactive windows/nodes.
15590
// - Update visibility flag.
15591
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
15592
0
{
15593
0
    ImGuiContext& g = *GImGui;
15594
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15595
15596
    // Inherit most flags
15597
0
    if (node->ParentNode)
15598
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
15599
15600
    // Recurse into children
15601
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
15602
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
15603
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
15604
0
    node->HasCentralNodeChild = false;
15605
0
    if (node->ChildNodes[0])
15606
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
15607
0
    if (node->ChildNodes[1])
15608
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
15609
15610
    // Remove inactive windows, collapse nodes
15611
    // Merge node flags overrides stored in windows
15612
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
15613
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15614
0
    {
15615
0
        ImGuiWindow* window = node->Windows[window_n];
15616
0
        IM_ASSERT(window->DockNode == node);
15617
15618
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
15619
0
        bool remove = false;
15620
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
15621
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
15622
0
        remove |= (window->DockTabWantClose);
15623
0
        if (remove)
15624
0
        {
15625
0
            window->DockTabWantClose = false;
15626
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
15627
0
            {
15628
0
                DockNodeHideHostWindow(node);
15629
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15630
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
15631
0
                return;
15632
0
            }
15633
0
            DockNodeRemoveWindow(node, window, node->ID);
15634
0
            window_n--;
15635
0
            continue;
15636
0
        }
15637
15638
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
15639
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
15640
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
15641
0
    }
15642
0
    node->UpdateMergedFlags();
15643
15644
    // Auto-hide tab bar option
15645
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
15646
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
15647
0
        node->WantHiddenTabBarToggle = true;
15648
0
    node->WantHiddenTabBarUpdate = false;
15649
15650
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
15651
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
15652
0
        node->WantHiddenTabBarToggle = false;
15653
15654
    // Apply toggles at a single point of the frame (here!)
15655
0
    if (node->Windows.Size > 1)
15656
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15657
0
    else if (node->WantHiddenTabBarToggle)
15658
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
15659
0
    node->WantHiddenTabBarToggle = false;
15660
15661
0
    DockNodeUpdateVisibleFlag(node);
15662
0
}
15663
15664
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
15665
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
15666
0
{
15667
0
    node->HasCentralNodeChild = false;
15668
0
    if (node->ChildNodes[0])
15669
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
15670
0
    if (node->ChildNodes[1])
15671
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
15672
0
    if (node->IsRootNode())
15673
0
    {
15674
0
        ImGuiDockNode* mark_node = node->CentralNode;
15675
0
        while (mark_node)
15676
0
        {
15677
0
            mark_node->HasCentralNodeChild = true;
15678
0
            mark_node = mark_node->ParentNode;
15679
0
        }
15680
0
    }
15681
0
}
15682
15683
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
15684
0
{
15685
    // Update visibility flag
15686
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
15687
0
    is_visible |= (node->Windows.Size > 0);
15688
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
15689
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
15690
0
    node->IsVisible = is_visible;
15691
0
}
15692
15693
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
15694
0
{
15695
0
    ImGuiContext& g = *GImGui;
15696
0
    IM_ASSERT(node->WantMouseMove == true);
15697
0
    StartMouseMovingWindow(window);
15698
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
15699
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
15700
0
    node->WantMouseMove = false;
15701
0
}
15702
15703
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
15704
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
15705
0
{
15706
0
    DockNodeUpdateFlagsAndCollapse(node);
15707
15708
    // - Setup central node pointers
15709
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
15710
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
15711
0
    ImGuiDockNodeTreeInfo info;
15712
0
    DockNodeFindInfo(node, &info);
15713
0
    node->CentralNode = info.CentralNode;
15714
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
15715
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
15716
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
15717
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
15718
15719
    // Copy the window class from of our first window so it can be used for proper dock filtering.
15720
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
15721
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
15722
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
15723
0
    {
15724
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
15725
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
15726
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
15727
0
            {
15728
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
15729
0
                break;
15730
0
            }
15731
0
    }
15732
15733
0
    ImGuiDockNode* mark_node = node->CentralNode;
15734
0
    while (mark_node)
15735
0
    {
15736
0
        mark_node->HasCentralNodeChild = true;
15737
0
        mark_node = mark_node->ParentNode;
15738
0
    }
15739
0
}
15740
15741
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
15742
0
{
15743
    // Remove ourselves from any previous different host window
15744
    // This can happen if a user mistakenly does (see #4295 for details):
15745
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
15746
    //  - N+1: NewFrame()                   // will create floating host window for that node
15747
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
15748
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
15749
0
        node->HostWindow->DockNodeAsHost = NULL;
15750
15751
0
    host_window->DockNodeAsHost = node;
15752
0
    node->HostWindow = host_window;
15753
0
}
15754
15755
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
15756
0
{
15757
0
    ImGuiContext& g = *GImGui;
15758
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
15759
0
    node->LastFrameAlive = g.FrameCount;
15760
0
    node->IsBgDrawnThisFrame = false;
15761
15762
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
15763
0
    if (node->IsRootNode())
15764
0
        DockNodeUpdateForRootNode(node);
15765
15766
    // Remove tab bar if not needed
15767
0
    if (node->TabBar && node->IsNoTabBar())
15768
0
        DockNodeRemoveTabBar(node);
15769
15770
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
15771
0
    bool want_to_hide_host_window = false;
15772
0
    if (node->IsFloatingNode())
15773
0
    {
15774
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
15775
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
15776
0
                want_to_hide_host_window = true;
15777
0
        if (node->CountNodeWithWindows == 0)
15778
0
            want_to_hide_host_window = true;
15779
0
    }
15780
0
    if (want_to_hide_host_window)
15781
0
    {
15782
0
        if (node->Windows.Size == 1)
15783
0
        {
15784
            // Floating window pos/size is authoritative
15785
0
            ImGuiWindow* single_window = node->Windows[0];
15786
0
            node->Pos = single_window->Pos;
15787
0
            node->Size = single_window->SizeFull;
15788
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
15789
15790
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
15791
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
15792
0
                FocusWindow(single_window);
15793
0
            if (node->HostWindow)
15794
0
            {
15795
0
                single_window->Viewport = node->HostWindow->Viewport;
15796
0
                single_window->ViewportId = node->HostWindow->ViewportId;
15797
0
                if (node->HostWindow->ViewportOwned)
15798
0
                {
15799
0
                    single_window->Viewport->Window = single_window;
15800
0
                    single_window->ViewportOwned = true;
15801
0
                }
15802
0
            }
15803
0
        }
15804
15805
0
        DockNodeHideHostWindow(node);
15806
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15807
0
        node->WantCloseAll = false;
15808
0
        node->WantCloseTabId = 0;
15809
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
15810
0
        node->LastFrameActive = g.FrameCount;
15811
15812
0
        if (node->WantMouseMove && node->Windows.Size == 1)
15813
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
15814
0
        return;
15815
0
    }
15816
15817
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
15818
    // while the expected visible window is resizing itself.
15819
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
15820
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
15821
    //   N+0: Begin(): window created (with no known size), node is created
15822
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
15823
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
15824
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
15825
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
15826
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
15827
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
15828
0
    {
15829
0
        IM_ASSERT(node->Windows.Size > 0);
15830
0
        ImGuiWindow* ref_window = NULL;
15831
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
15832
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
15833
0
        if (ref_window == NULL)
15834
0
            ref_window = node->Windows[0];
15835
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
15836
0
        {
15837
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
15838
0
            return;
15839
0
        }
15840
0
    }
15841
15842
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
15843
15844
    // Decide if the node will have a close button and a window menu button
15845
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
15846
0
    node->HasCloseButton = false;
15847
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15848
0
    {
15849
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
15850
0
        ImGuiWindow* window = node->Windows[window_n];
15851
0
        node->HasCloseButton |= window->HasCloseButton;
15852
0
        window->DockIsActive = (node->Windows.Size > 1);
15853
0
    }
15854
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
15855
0
        node->HasCloseButton = false;
15856
15857
    // Bind or create host window
15858
0
    ImGuiWindow* host_window = NULL;
15859
0
    bool beginned_into_host_window = false;
15860
0
    if (node->IsDockSpace())
15861
0
    {
15862
        // [Explicit root dockspace node]
15863
0
        IM_ASSERT(node->HostWindow);
15864
0
        host_window = node->HostWindow;
15865
0
    }
15866
0
    else
15867
0
    {
15868
        // [Automatic root or child nodes]
15869
0
        if (node->IsRootNode() && node->IsVisible)
15870
0
        {
15871
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
15872
15873
            // Sync Pos
15874
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
15875
0
                SetNextWindowPos(ref_window->Pos);
15876
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
15877
0
                SetNextWindowPos(node->Pos);
15878
15879
            // Sync Size
15880
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
15881
0
                SetNextWindowSize(ref_window->SizeFull);
15882
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
15883
0
                SetNextWindowSize(node->Size);
15884
15885
            // Sync Collapsed
15886
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
15887
0
                SetNextWindowCollapsed(ref_window->Collapsed);
15888
15889
            // Sync Viewport
15890
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
15891
0
                SetNextWindowViewport(ref_window->ViewportId);
15892
15893
0
            SetNextWindowClass(&node->WindowClass);
15894
15895
            // Begin into the host window
15896
0
            char window_label[20];
15897
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
15898
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
15899
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
15900
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
15901
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
15902
15903
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
15904
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
15905
0
            Begin(window_label, NULL, window_flags);
15906
0
            PopStyleVar();
15907
0
            beginned_into_host_window = true;
15908
15909
0
            host_window = g.CurrentWindow;
15910
0
            DockNodeSetupHostWindow(node, host_window);
15911
0
            host_window->DC.CursorPos = host_window->Pos;
15912
0
            node->Pos = host_window->Pos;
15913
0
            node->Size = host_window->Size;
15914
15915
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
15916
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
15917
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
15918
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
15919
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
15920
            // after the dock host window, losing their top-most status.
15921
0
            if (node->HostWindow->Appearing)
15922
0
                BringWindowToDisplayFront(node->HostWindow);
15923
15924
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
15925
0
        }
15926
0
        else if (node->ParentNode)
15927
0
        {
15928
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
15929
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
15930
0
        }
15931
0
        if (node->WantMouseMove && node->HostWindow)
15932
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
15933
0
    }
15934
15935
    // Update focused node (the one whose title bar is highlight) within a node tree
15936
0
    if (node->IsSplitNode())
15937
0
        IM_ASSERT(node->TabBar == NULL);
15938
0
    if (node->IsRootNode())
15939
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
15940
0
            while (p_window != NULL && p_window->DockNode != NULL)
15941
0
            {
15942
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
15943
0
                if (p_node == node)
15944
0
                {
15945
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
15946
0
                    break;
15947
0
                }
15948
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
15949
0
            }
15950
15951
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
15952
0
    ImGuiDockNode* central_node = node->CentralNode;
15953
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
15954
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
15955
0
    if (central_node_hole)
15956
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
15957
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
15958
0
                central_node_hole_register_hit_test_hole = false;
15959
0
    if (central_node_hole_register_hit_test_hole)
15960
0
    {
15961
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
15962
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
15963
        // covering passthru node we'd have a gap on the edge not covered by the hole)
15964
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
15965
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
15966
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
15967
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
15968
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
15969
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
15970
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
15971
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
15972
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
15973
0
        if (central_node_hole && !hole_rect.IsInverted())
15974
0
        {
15975
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
15976
0
            if (host_window->ParentWindow)
15977
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
15978
0
        }
15979
0
    }
15980
15981
    // Update position/size, process and draw resizing splitters
15982
0
    if (node->IsRootNode() && host_window)
15983
0
    {
15984
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
15985
0
        DockNodeTreeUpdateSplitter(node);
15986
0
    }
15987
15988
    // Draw empty node background (currently can only be the Central Node)
15989
0
    if (host_window && node->IsEmpty() && node->IsVisible)
15990
0
    {
15991
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15992
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
15993
0
        if (node->LastBgColor != 0)
15994
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
15995
0
        node->IsBgDrawnThisFrame = true;
15996
0
    }
15997
15998
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
15999
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16000
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16001
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16002
0
    if (render_dockspace_bg && node->IsVisible)
16003
0
    {
16004
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16005
0
        if (central_node_hole)
16006
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16007
0
        else
16008
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16009
0
    }
16010
16011
    // Draw and populate Tab Bar
16012
0
    if (host_window)
16013
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16014
0
    if (host_window && node->Windows.Size > 0)
16015
0
    {
16016
0
        DockNodeUpdateTabBar(node, host_window);
16017
0
    }
16018
0
    else
16019
0
    {
16020
0
        node->WantCloseAll = false;
16021
0
        node->WantCloseTabId = 0;
16022
0
        node->IsFocused = false;
16023
0
    }
16024
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16025
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16026
0
    else if (node->Windows.Size > 0)
16027
0
        node->SelectedTabId = node->Windows[0]->TabId;
16028
16029
    // Draw payload drop target
16030
0
    if (host_window && node->IsVisible)
16031
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16032
0
            BeginDockableDragDropTarget(host_window);
16033
16034
    // We update this after DockNodeUpdateTabBar()
16035
0
    node->LastFrameActive = g.FrameCount;
16036
16037
    // Recurse into children
16038
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16039
0
    if (host_window)
16040
0
    {
16041
0
        if (node->ChildNodes[0])
16042
0
            DockNodeUpdate(node->ChildNodes[0]);
16043
0
        if (node->ChildNodes[1])
16044
0
            DockNodeUpdate(node->ChildNodes[1]);
16045
16046
        // Render outer borders last (after the tab bar)
16047
0
        if (node->IsRootNode())
16048
0
            RenderWindowOuterBorders(host_window);
16049
0
    }
16050
16051
    // End host window
16052
0
    if (beginned_into_host_window) //-V1020
16053
0
        End();
16054
0
}
16055
16056
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16057
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16058
0
{
16059
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16060
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16061
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16062
0
        return d;
16063
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16064
0
}
16065
16066
static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16067
0
{
16068
    // Try to position the menu so it is more likely to stays within the same viewport
16069
0
    ImGuiContext& g = *GImGui;
16070
0
    ImGuiID ret_tab_id = 0;
16071
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16072
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16073
0
    else
16074
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16075
0
    if (BeginPopup("#WindowMenu"))
16076
0
    {
16077
0
        node->IsFocused = true;
16078
0
        if (tab_bar->Tabs.Size == 1)
16079
0
        {
16080
0
            if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16081
0
                node->WantHiddenTabBarToggle = true;
16082
0
        }
16083
0
        else
16084
0
        {
16085
0
            for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16086
0
            {
16087
0
                ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16088
0
                if (tab->Flags & ImGuiTabItemFlags_Button)
16089
0
                    continue;
16090
0
                if (Selectable(tab_bar->GetTabName(tab), tab->ID == tab_bar->SelectedTabId))
16091
0
                    ret_tab_id = tab->ID;
16092
0
                SameLine();
16093
0
                Text("   ");
16094
0
            }
16095
0
        }
16096
0
        EndPopup();
16097
0
    }
16098
0
    return ret_tab_id;
16099
0
}
16100
16101
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16102
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16103
0
{
16104
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16105
0
        return false;
16106
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16107
0
        return false;
16108
0
    Begin(node->HostWindow->Name);
16109
0
    PushOverrideID(node->ID);
16110
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
16111
0
    IM_UNUSED(ret);
16112
0
    IM_ASSERT(ret);
16113
0
    return true;
16114
0
}
16115
16116
void ImGui::DockNodeEndAmendTabBar()
16117
0
{
16118
0
    EndTabBar();
16119
0
    PopID();
16120
0
    End();
16121
0
}
16122
16123
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16124
0
{
16125
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16126
0
    ImGuiContext& g = *GImGui;
16127
0
    if (g.NavWindowingTarget)
16128
0
        return (g.NavWindowingTarget->DockNode == node);
16129
16130
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16131
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16132
0
    {
16133
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16134
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16135
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16136
0
            parent_window = parent_window->ParentWindow->RootWindow;
16137
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16138
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16139
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16140
0
                return true;
16141
0
    }
16142
0
    return false;
16143
0
}
16144
16145
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16146
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16147
0
{
16148
0
    ImGuiContext& g = *GImGui;
16149
0
    ImGuiStyle& style = g.Style;
16150
16151
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16152
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16153
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16154
0
    node->WantCloseAll = false;
16155
0
    node->WantCloseTabId = 0;
16156
16157
    // Decide if we should use a focused title bar color
16158
0
    bool is_focused = false;
16159
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16160
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16161
0
        is_focused = true;
16162
16163
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16164
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16165
0
    {
16166
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16167
0
        node->IsFocused = is_focused;
16168
0
        if (is_focused)
16169
0
            node->LastFrameFocused = g.FrameCount;
16170
0
        if (node->VisibleWindow)
16171
0
        {
16172
            // Notify root of visible window (used to display title in OS task bar)
16173
0
            if (is_focused || root_node->VisibleWindow == NULL)
16174
0
                root_node->VisibleWindow = node->VisibleWindow;
16175
0
            if (node->TabBar)
16176
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16177
0
        }
16178
0
        return;
16179
0
    }
16180
16181
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16182
0
    bool backup_skip_item = host_window->SkipItems;
16183
0
    if (!node->IsDockSpace())
16184
0
    {
16185
0
        host_window->SkipItems = false;
16186
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16187
0
    }
16188
16189
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16190
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16191
    // as docked windows themselves will override the stack with their own root ID.
16192
0
    PushOverrideID(node->ID);
16193
0
    ImGuiTabBar* tab_bar = node->TabBar;
16194
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16195
0
    if (tab_bar == NULL)
16196
0
    {
16197
0
        DockNodeAddTabBar(node);
16198
0
        tab_bar = node->TabBar;
16199
0
    }
16200
16201
0
    ImGuiID focus_tab_id = 0;
16202
0
    node->IsFocused = is_focused;
16203
16204
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16205
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16206
16207
    // In a dock node, the Collapse Button turns into the Window Menu button.
16208
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16209
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16210
0
    {
16211
0
        if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar))
16212
0
            focus_tab_id = tab_bar->NextSelectedTabId = tab_id;
16213
0
        is_focused |= node->IsFocused;
16214
0
    }
16215
16216
    // Layout
16217
0
    ImRect title_bar_rect, tab_bar_rect;
16218
0
    ImVec2 window_menu_button_pos;
16219
0
    ImVec2 close_button_pos;
16220
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16221
16222
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16223
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16224
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16225
0
    {
16226
0
        ImGuiWindow* window = node->Windows[window_n];
16227
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16228
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16229
0
    }
16230
16231
    // Title bar
16232
0
    if (is_focused)
16233
0
        node->LastFrameFocused = g.FrameCount;
16234
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16235
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
16236
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16237
16238
    // Docking/Collapse button
16239
0
    if (has_window_menu_button)
16240
0
    {
16241
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16242
0
            OpenPopup("#WindowMenu");
16243
0
        if (IsItemActive())
16244
0
            focus_tab_id = tab_bar->SelectedTabId;
16245
0
    }
16246
16247
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16248
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16249
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16250
0
    {
16251
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16252
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16253
0
        tabs_unsorted_start = tab_n;
16254
0
    }
16255
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16256
0
    {
16257
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16258
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16259
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
16260
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16261
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16262
0
    }
16263
16264
    // Apply NavWindow focus back to the tab bar
16265
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16266
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16267
16268
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16269
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16270
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16271
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16272
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16273
16274
    // Begin tab bar
16275
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16276
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
16277
0
    if (!host_window->Collapsed && is_focused)
16278
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16279
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
16280
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16281
16282
    // Backup style colors
16283
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16284
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16285
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16286
16287
    // Submit actual tabs
16288
0
    node->VisibleWindow = NULL;
16289
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16290
0
    {
16291
0
        ImGuiWindow* window = node->Windows[window_n];
16292
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16293
0
            continue;
16294
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16295
0
        {
16296
0
            ImGuiTabItemFlags tab_item_flags = 0;
16297
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16298
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16299
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16300
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16301
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16302
16303
            // Apply stored style overrides for the window
16304
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16305
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16306
16307
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16308
0
            bool tab_open = true;
16309
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16310
0
            if (!tab_open)
16311
0
                node->WantCloseTabId = window->TabId;
16312
0
            if (tab_bar->VisibleTabId == window->TabId)
16313
0
                node->VisibleWindow = window;
16314
16315
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16316
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16317
0
            window->DockTabItemRect = g.LastItemData.Rect;
16318
16319
            // Update navigation ID on menu layer
16320
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16321
0
                host_window->NavLastIds[1] = window->TabId;
16322
0
        }
16323
0
    }
16324
16325
    // Restore style colors
16326
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16327
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16328
16329
    // Notify root of visible window (used to display title in OS task bar)
16330
0
    if (node->VisibleWindow)
16331
0
        if (is_focused || root_node->VisibleWindow == NULL)
16332
0
            root_node->VisibleWindow = node->VisibleWindow;
16333
16334
    // Close button (after VisibleWindow was updated)
16335
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16336
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16337
0
    const bool close_button_is_visible = node->HasCloseButton;
16338
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16339
0
    if (close_button_is_visible)
16340
0
    {
16341
0
        if (!close_button_is_enabled)
16342
0
        {
16343
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16344
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16345
0
        }
16346
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16347
0
        {
16348
0
            node->WantCloseAll = true;
16349
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
16350
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
16351
0
        }
16352
        //if (IsItemActive())
16353
        //    focus_tab_id = tab_bar->SelectedTabId;
16354
0
        if (!close_button_is_enabled)
16355
0
        {
16356
0
            PopStyleColor();
16357
0
            PopItemFlag();
16358
0
        }
16359
0
    }
16360
16361
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
16362
    // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held)
16363
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
16364
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
16365
0
    {
16366
0
        bool held;
16367
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
16368
0
        if (g.HoveredId == title_bar_id)
16369
0
        {
16370
            // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
16371
            // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
16372
0
            g.LastItemData.ID = title_bar_id;
16373
0
            SetItemAllowOverlap();
16374
0
        }
16375
0
        if (held)
16376
0
        {
16377
0
            if (IsMouseClicked(0))
16378
0
                focus_tab_id = tab_bar->SelectedTabId;
16379
16380
            // Forward moving request to selected window
16381
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
16382
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
16383
0
        }
16384
0
    }
16385
16386
    // Forward focus from host node to selected window
16387
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
16388
    //    focus_tab_id = tab_bar->SelectedTabId;
16389
16390
    // When clicked on a tab we requested focus to the docked child
16391
    // This overrides the value set by "forward focus from host node to selected window".
16392
0
    if (tab_bar->NextSelectedTabId)
16393
0
        focus_tab_id = tab_bar->NextSelectedTabId;
16394
16395
    // Apply navigation focus
16396
0
    if (focus_tab_id != 0)
16397
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
16398
0
            if (tab->Window)
16399
0
            {
16400
0
                FocusWindow(tab->Window);
16401
0
                NavInitWindow(tab->Window, false);
16402
0
            }
16403
16404
0
    EndTabBar();
16405
0
    PopID();
16406
16407
    // Restore SkipItems flag
16408
0
    if (!node->IsDockSpace())
16409
0
    {
16410
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
16411
0
        host_window->SkipItems = backup_skip_item;
16412
0
    }
16413
0
}
16414
16415
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
16416
0
{
16417
0
    IM_ASSERT(node->TabBar == NULL);
16418
0
    node->TabBar = IM_NEW(ImGuiTabBar);
16419
0
}
16420
16421
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
16422
0
{
16423
0
    if (node->TabBar == NULL)
16424
0
        return;
16425
0
    IM_DELETE(node->TabBar);
16426
0
    node->TabBar = NULL;
16427
0
}
16428
16429
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
16430
0
{
16431
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
16432
0
        return false;
16433
16434
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
16435
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
16436
0
    if (host_class->ClassId != payload_class->ClassId)
16437
0
    {
16438
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
16439
0
            return true;
16440
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
16441
0
            return true;
16442
0
        return false;
16443
0
    }
16444
16445
    // Prevent docking any window created above a popup
16446
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
16447
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
16448
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
16449
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
16450
0
    ImGuiContext& g = *GImGui;
16451
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
16452
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
16453
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
16454
0
                return false;
16455
16456
0
    return true;
16457
0
}
16458
16459
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
16460
0
{
16461
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
16462
0
        return true;
16463
16464
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
16465
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
16466
0
    {
16467
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
16468
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
16469
0
            return true;
16470
0
    }
16471
0
    return false;
16472
0
}
16473
16474
// window menu button == collapse button when not in a dock node.
16475
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
16476
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
16477
0
{
16478
0
    ImGuiContext& g = *GImGui;
16479
0
    ImGuiStyle& style = g.Style;
16480
16481
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
16482
0
    if (out_title_rect) { *out_title_rect = r; }
16483
16484
0
    r.Min.x += style.WindowBorderSize;
16485
0
    r.Max.x -= style.WindowBorderSize;
16486
16487
0
    float button_sz = g.FontSize;
16488
16489
0
    ImVec2 window_menu_button_pos = r.Min;
16490
0
    r.Min.x += style.FramePadding.x;
16491
0
    r.Max.x -= style.FramePadding.x;
16492
0
    if (node->HasCloseButton)
16493
0
    {
16494
0
        r.Max.x -= button_sz;
16495
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
16496
0
    }
16497
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
16498
0
    {
16499
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
16500
0
    }
16501
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
16502
0
    {
16503
0
        r.Max.x -= button_sz + style.FramePadding.x;
16504
0
        window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
16505
0
    }
16506
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
16507
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
16508
0
}
16509
16510
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
16511
0
{
16512
0
    ImGuiContext& g = *GImGui;
16513
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
16514
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16515
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
16516
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
16517
16518
    // Distribute size on given axis (with a desired size or equally)
16519
0
    const float w_avail = size_old[axis] - dock_spacing;
16520
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
16521
0
    {
16522
0
        size_new[axis] = size_new_desired[axis];
16523
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16524
0
    }
16525
0
    else
16526
0
    {
16527
0
        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
16528
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16529
0
    }
16530
16531
    // Position each node
16532
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
16533
0
    {
16534
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
16535
0
    }
16536
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
16537
0
    {
16538
0
        pos_new[axis] = pos_old[axis];
16539
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
16540
0
    }
16541
0
}
16542
16543
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
16544
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
16545
0
{
16546
0
    ImGuiContext& g = *GImGui;
16547
16548
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
16549
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
16550
0
    float hs_w; // Half-size, longer axis
16551
0
    float hs_h; // Half-size, smaller axis
16552
0
    ImVec2 off; // Distance from edge or center
16553
0
    if (outer_docking)
16554
0
    {
16555
        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
16556
        //hs_h = ImFloor(hs_w * 0.15f);
16557
        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
16558
0
        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
16559
0
        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
16560
0
        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
16561
0
    }
16562
0
    else
16563
0
    {
16564
0
        hs_w = ImFloor(hs_for_central_nodes);
16565
0
        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
16566
0
        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
16567
0
    }
16568
16569
0
    ImVec2 c = ImFloor(parent.GetCenter());
16570
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
16571
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
16572
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
16573
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
16574
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
16575
16576
0
    if (test_mouse_pos == NULL)
16577
0
        return false;
16578
16579
0
    ImRect hit_r = out_r;
16580
0
    if (!outer_docking)
16581
0
    {
16582
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
16583
0
        hit_r.Expand(ImFloor(hs_w * 0.30f));
16584
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
16585
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
16586
0
        float r_threshold_center = hs_w * 1.4f;
16587
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
16588
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
16589
0
            return (dir == ImGuiDir_None);
16590
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
16591
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
16592
0
    }
16593
0
    return hit_r.Contains(*test_mouse_pos);
16594
0
}
16595
16596
// host_node may be NULL if the window doesn't have a DockNode already.
16597
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
16598
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
16599
0
{
16600
0
    ImGuiContext& g = *GImGui;
16601
16602
    // There is an edge case when docking into a dockspace which only has inactive nodes.
16603
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
16604
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
16605
0
    if (payload_node == NULL)
16606
0
        payload_node = payload_window->DockNodeAsHost;
16607
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
16608
0
    if (ref_node_for_rect)
16609
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
16610
16611
    // Filter, figure out where we are allowed to dock
16612
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
16613
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
16614
0
    data->IsCenterAvailable = true;
16615
0
    if (is_outer_docking)
16616
0
        data->IsCenterAvailable = false;
16617
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
16618
0
        data->IsCenterAvailable = false;
16619
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
16620
0
        data->IsCenterAvailable = false;
16621
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
16622
0
        data->IsCenterAvailable = false;
16623
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
16624
0
        data->IsCenterAvailable = false;
16625
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
16626
0
        data->IsCenterAvailable = false;
16627
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
16628
0
        data->IsCenterAvailable = false;
16629
16630
0
    data->IsSidesAvailable = true;
16631
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
16632
0
        data->IsSidesAvailable = false;
16633
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
16634
0
        data->IsSidesAvailable = false;
16635
0
    else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
16636
0
        data->IsSidesAvailable = false;
16637
16638
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
16639
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
16640
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
16641
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
16642
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
16643
16644
    // Calculate drop shapes geometry for allowed splitting directions
16645
0
    IM_ASSERT(ImGuiDir_None == -1);
16646
0
    data->SplitNode = host_node;
16647
0
    data->SplitDir = ImGuiDir_None;
16648
0
    data->IsSplitDirExplicit = false;
16649
0
    if (!host_window->Collapsed)
16650
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16651
0
        {
16652
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
16653
0
                continue;
16654
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
16655
0
                continue;
16656
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
16657
0
            {
16658
0
                data->SplitDir = (ImGuiDir)dir;
16659
0
                data->IsSplitDirExplicit = true;
16660
0
            }
16661
0
        }
16662
16663
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
16664
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
16665
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
16666
0
        data->IsDropAllowed = false;
16667
16668
    // Calculate split area
16669
0
    data->SplitRatio = 0.0f;
16670
0
    if (data->SplitDir != ImGuiDir_None)
16671
0
    {
16672
0
        ImGuiDir split_dir = data->SplitDir;
16673
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16674
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
16675
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
16676
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
16677
16678
        // Calculate split ratio so we can pass it down the docking request
16679
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
16680
0
        data->FutureNode.Pos = pos_new;
16681
0
        data->FutureNode.Size = size_new;
16682
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
16683
0
    }
16684
0
}
16685
16686
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
16687
0
{
16688
0
    ImGuiContext& g = *GImGui;
16689
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
16690
16691
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
16692
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
16693
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
16694
16695
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
16696
0
    int overlay_draw_lists_count = 0;
16697
0
    ImDrawList* overlay_draw_lists[2];
16698
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
16699
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
16700
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
16701
16702
    // Draw main preview rectangle
16703
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
16704
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
16705
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
16706
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
16707
16708
    // Display area preview
16709
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
16710
0
    if (data->IsDropAllowed)
16711
0
    {
16712
0
        ImRect overlay_rect = data->FutureNode.Rect();
16713
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
16714
0
            overlay_rect.Min.y += GetFrameHeight();
16715
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
16716
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16717
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
16718
0
    }
16719
16720
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
16721
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
16722
0
    {
16723
        // Compute target tab bar geometry so we can locate our preview tabs
16724
0
        ImRect tab_bar_rect;
16725
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
16726
0
        ImVec2 tab_pos = tab_bar_rect.Min;
16727
0
        if (host_node && host_node->TabBar)
16728
0
        {
16729
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
16730
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
16731
0
            else
16732
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
16733
0
        }
16734
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
16735
0
        {
16736
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
16737
0
        }
16738
16739
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
16740
0
        if (root_payload->DockNodeAsHost)
16741
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
16742
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
16743
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
16744
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
16745
0
        {
16746
            // DockNode's TabBar may have non-window Tabs manually appended by user
16747
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
16748
0
            if (tab_bar_with_payload && payload_window == NULL)
16749
0
                continue;
16750
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
16751
0
                continue;
16752
16753
            // Calculate the tab bounding box for each payload window
16754
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
16755
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
16756
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
16757
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
16758
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
16759
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
16760
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16761
0
            {
16762
0
                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
16763
0
                if (!tab_bar_rect.Contains(tab_bb))
16764
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
16765
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
16766
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
16767
0
                if (!tab_bar_rect.Contains(tab_bb))
16768
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
16769
0
            }
16770
0
            PopStyleColor();
16771
0
        }
16772
0
    }
16773
16774
    // Display drop boxes
16775
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
16776
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16777
0
    {
16778
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
16779
0
        {
16780
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
16781
0
            ImRect draw_r_in = draw_r;
16782
0
            draw_r_in.Expand(-2.0f);
16783
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
16784
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16785
0
            {
16786
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
16787
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
16788
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
16789
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
16790
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
16791
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
16792
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
16793
0
            }
16794
0
        }
16795
16796
        // Stop after ImGuiDir_None
16797
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
16798
0
            return;
16799
0
    }
16800
0
}
16801
16802
//-----------------------------------------------------------------------------
16803
// Docking: ImGuiDockNode Tree manipulation functions
16804
//-----------------------------------------------------------------------------
16805
// - DockNodeTreeSplit()
16806
// - DockNodeTreeMerge()
16807
// - DockNodeTreeUpdatePosSize()
16808
// - DockNodeTreeUpdateSplitterFindTouchingNode()
16809
// - DockNodeTreeUpdateSplitter()
16810
// - DockNodeTreeFindFallbackLeafNode()
16811
// - DockNodeTreeFindNodeByPos()
16812
//-----------------------------------------------------------------------------
16813
16814
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
16815
0
{
16816
0
    ImGuiContext& g = *GImGui;
16817
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
16818
16819
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
16820
0
    child_0->ParentNode = parent_node;
16821
16822
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
16823
0
    child_1->ParentNode = parent_node;
16824
16825
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
16826
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
16827
0
    parent_node->ChildNodes[0] = child_0;
16828
0
    parent_node->ChildNodes[1] = child_1;
16829
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
16830
0
    parent_node->SplitAxis = split_axis;
16831
0
    parent_node->VisibleWindow = NULL;
16832
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16833
16834
0
    float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
16835
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
16836
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
16837
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
16838
0
    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
16839
0
    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
16840
16841
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
16842
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
16843
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
16844
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
16845
16846
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
16847
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16848
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16849
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
16850
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
16851
0
    child_0->UpdateMergedFlags();
16852
0
    child_1->UpdateMergedFlags();
16853
0
    parent_node->UpdateMergedFlags();
16854
0
    if (child_inheritor->IsCentralNode())
16855
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
16856
0
}
16857
16858
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
16859
0
{
16860
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
16861
0
    ImGuiContext& g = *GImGui;
16862
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
16863
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
16864
0
    IM_ASSERT(child_0 || child_1);
16865
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
16866
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
16867
0
    {
16868
0
        IM_ASSERT(parent_node->TabBar == NULL);
16869
0
        IM_ASSERT(parent_node->Windows.Size == 0);
16870
0
    }
16871
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
16872
16873
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
16874
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
16875
0
    if (child_0)
16876
0
    {
16877
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
16878
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
16879
0
    }
16880
0
    if (child_1)
16881
0
    {
16882
0
        DockNodeMoveWindows(parent_node, child_1);
16883
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
16884
0
    }
16885
0
    DockNodeApplyPosSizeToWindows(parent_node);
16886
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16887
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
16888
0
    parent_node->SizeRef = backup_last_explicit_size;
16889
16890
    // Flags transfer
16891
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
16892
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
16893
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
16894
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
16895
0
    parent_node->UpdateMergedFlags();
16896
16897
0
    if (child_0)
16898
0
    {
16899
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
16900
0
        IM_DELETE(child_0);
16901
0
    }
16902
0
    if (child_1)
16903
0
    {
16904
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
16905
0
        IM_DELETE(child_1);
16906
0
    }
16907
0
}
16908
16909
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
16910
// (Depth-first, Pre-Order)
16911
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
16912
0
{
16913
    // During the regular dock node update we write to all nodes.
16914
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
16915
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
16916
0
    if (write_to_node)
16917
0
    {
16918
0
        node->Pos = pos;
16919
0
        node->Size = size;
16920
0
    }
16921
16922
0
    if (node->IsLeafNode())
16923
0
        return;
16924
16925
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
16926
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
16927
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
16928
0
    ImVec2 child_0_size = size, child_1_size = size;
16929
16930
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
16931
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
16932
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
16933
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
16934
16935
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
16936
0
    {
16937
0
        ImGuiContext& g = *GImGui;
16938
0
        const float spacing = DOCKING_SPLITTER_SIZE;
16939
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
16940
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
16941
16942
        // Size allocation policy
16943
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
16944
0
        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
16945
16946
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
16947
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
16948
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
16949
16950
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
16951
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
16952
0
        {
16953
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
16954
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
16955
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
16956
0
        }
16957
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
16958
0
        {
16959
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
16960
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
16961
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
16962
0
        }
16963
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
16964
0
        {
16965
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
16966
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
16967
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
16968
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
16969
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
16970
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
16971
0
        }
16972
16973
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
16974
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
16975
0
        {
16976
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
16977
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
16978
0
        }
16979
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
16980
0
        {
16981
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
16982
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
16983
0
        }
16984
0
        else
16985
0
        {
16986
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
16987
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
16988
0
            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
16989
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
16990
0
        }
16991
16992
0
        child_1_pos[axis] += spacing + child_0_size[axis];
16993
0
    }
16994
16995
0
    if (only_write_to_single_node == NULL)
16996
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
16997
16998
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
16999
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17000
0
    if (child_0_recurse)
17001
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17002
0
    if (child_1_recurse)
17003
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17004
0
}
17005
17006
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17007
0
{
17008
0
    if (node->IsLeafNode())
17009
0
    {
17010
0
        touching_nodes->push_back(node);
17011
0
        return;
17012
0
    }
17013
0
    if (node->ChildNodes[0]->IsVisible)
17014
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17015
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17016
0
    if (node->ChildNodes[1]->IsVisible)
17017
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17018
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17019
0
}
17020
17021
// (Depth-First, Pre-Order)
17022
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17023
0
{
17024
0
    if (node->IsLeafNode())
17025
0
        return;
17026
17027
0
    ImGuiContext& g = *GImGui;
17028
17029
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17030
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17031
0
    if (child_0->IsVisible && child_1->IsVisible)
17032
0
    {
17033
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17034
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17035
0
        IM_ASSERT(axis != ImGuiAxis_None);
17036
0
        ImRect bb;
17037
0
        bb.Min = child_0->Pos;
17038
0
        bb.Max = child_1->Pos;
17039
0
        bb.Min[axis] += child_0->Size[axis];
17040
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17041
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17042
17043
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17044
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17045
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17046
0
        {
17047
0
            ImGuiWindow* window = g.CurrentWindow;
17048
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17049
0
        }
17050
0
        else
17051
0
        {
17052
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17053
            //bb.Max[axis] -= 1;
17054
0
            PushID(node->ID);
17055
17056
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17057
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17058
0
            float min_size = g.Style.WindowMinSize[axis];
17059
0
            float resize_limits[2];
17060
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17061
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17062
17063
0
            ImGuiID splitter_id = GetID("##Splitter");
17064
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17065
0
            {
17066
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17067
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17068
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17069
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17070
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17071
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17072
17073
                // [DEBUG] Render touching nodes & limits
17074
                /*
17075
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17076
                for (int n = 0; n < 2; n++)
17077
                {
17078
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17079
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17080
                    if (axis == ImGuiAxis_X)
17081
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17082
                    else
17083
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17084
                }
17085
                */
17086
0
            }
17087
17088
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17089
0
            float cur_size_0 = child_0->Size[axis];
17090
0
            float cur_size_1 = child_1->Size[axis];
17091
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17092
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17093
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17094
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17095
0
            {
17096
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17097
0
                {
17098
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17099
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17100
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17101
17102
                    // Lock the size of every node that is a sibling of the node we are touching
17103
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17104
0
                    for (int side_n = 0; side_n < 2; side_n++)
17105
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17106
0
                        {
17107
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17108
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17109
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17110
0
                            while (touching_node->ParentNode != node)
17111
0
                            {
17112
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17113
0
                                {
17114
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17115
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17116
0
                                    node_to_preserve->WantLockSizeOnce = true;
17117
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17118
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17119
0
                                }
17120
0
                                touching_node = touching_node->ParentNode;
17121
0
                            }
17122
0
                        }
17123
17124
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17125
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17126
0
                    MarkIniSettingsDirty();
17127
0
                }
17128
0
            }
17129
0
            PopID();
17130
0
        }
17131
0
    }
17132
17133
0
    if (child_0->IsVisible)
17134
0
        DockNodeTreeUpdateSplitter(child_0);
17135
0
    if (child_1->IsVisible)
17136
0
        DockNodeTreeUpdateSplitter(child_1);
17137
0
}
17138
17139
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17140
0
{
17141
0
    if (node->IsLeafNode())
17142
0
        return node;
17143
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17144
0
        return leaf_node;
17145
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17146
0
        return leaf_node;
17147
0
    return NULL;
17148
0
}
17149
17150
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17151
0
{
17152
0
    if (!node->IsVisible)
17153
0
        return NULL;
17154
17155
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17156
0
    ImRect r(node->Pos, node->Pos + node->Size);
17157
0
    r.Expand(dock_spacing * 0.5f);
17158
0
    bool inside = r.Contains(pos);
17159
0
    if (!inside)
17160
0
        return NULL;
17161
17162
0
    if (node->IsLeafNode())
17163
0
        return node;
17164
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17165
0
        return hovered_node;
17166
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17167
0
        return hovered_node;
17168
17169
    // This means we are hovering over the splitter/spacing of a parent node
17170
0
    return node;
17171
0
}
17172
17173
//-----------------------------------------------------------------------------
17174
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17175
//-----------------------------------------------------------------------------
17176
// - SetWindowDock() [Internal]
17177
// - DockSpace()
17178
// - DockSpaceOverViewport()
17179
//-----------------------------------------------------------------------------
17180
17181
// [Internal] Called via SetNextWindowDockID()
17182
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17183
0
{
17184
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17185
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17186
0
        return;
17187
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17188
17189
0
    if (window->DockId == dock_id)
17190
0
        return;
17191
17192
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17193
0
    ImGuiContext* ctx = GImGui;
17194
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17195
0
        if (new_node->IsSplitNode())
17196
0
        {
17197
            // Policy: Find central node or latest focused node. We first move back to our root node.
17198
0
            new_node = DockNodeGetRootNode(new_node);
17199
0
            if (new_node->CentralNode)
17200
0
            {
17201
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17202
0
                dock_id = new_node->CentralNode->ID;
17203
0
            }
17204
0
            else
17205
0
            {
17206
0
                dock_id = new_node->LastFocusedNodeId;
17207
0
            }
17208
0
        }
17209
17210
0
    if (window->DockId == dock_id)
17211
0
        return;
17212
17213
0
    if (window->DockNode)
17214
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17215
0
    window->DockId = dock_id;
17216
0
}
17217
17218
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17219
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17220
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17221
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17222
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17223
0
{
17224
0
    ImGuiContext* ctx = GImGui;
17225
0
    ImGuiContext& g = *ctx;
17226
0
    ImGuiWindow* window = GetCurrentWindowRead();
17227
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17228
0
        return 0;
17229
17230
    // Early out if parent window is hidden/collapsed
17231
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17232
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17233
0
    if (window->SkipItems)
17234
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17235
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17236
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17237
17238
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17239
0
    IM_ASSERT(id != 0);
17240
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17241
0
    if (!node)
17242
0
    {
17243
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17244
0
        node = DockContextAddNode(ctx, id);
17245
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17246
0
    }
17247
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17248
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17249
0
    node->SharedFlags = flags;
17250
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17251
17252
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17253
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17254
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17255
0
    {
17256
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17257
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17258
0
        return id;
17259
0
    }
17260
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17261
17262
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17263
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17264
0
    {
17265
0
        node->LastFrameAlive = g.FrameCount;
17266
0
        return id;
17267
0
    }
17268
17269
0
    const ImVec2 content_avail = GetContentRegionAvail();
17270
0
    ImVec2 size = ImFloor(size_arg);
17271
0
    if (size.x <= 0.0f)
17272
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17273
0
    if (size.y <= 0.0f)
17274
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17275
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17276
17277
0
    node->Pos = window->DC.CursorPos;
17278
0
    node->Size = node->SizeRef = size;
17279
0
    SetNextWindowPos(node->Pos);
17280
0
    SetNextWindowSize(node->Size);
17281
0
    g.NextWindowData.PosUndock = false;
17282
17283
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17284
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17285
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17286
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17287
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17288
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17289
17290
0
    char title[256];
17291
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17292
17293
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17294
0
    Begin(title, NULL, window_flags);
17295
0
    PopStyleVar();
17296
17297
0
    ImGuiWindow* host_window = g.CurrentWindow;
17298
0
    DockNodeSetupHostWindow(node, host_window);
17299
0
    host_window->ChildId = window->GetID(title);
17300
0
    node->OnlyNodeWithWindows = NULL;
17301
17302
0
    IM_ASSERT(node->IsRootNode());
17303
17304
    // We need to handle the rare case were a central node is missing.
17305
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17306
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17307
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17308
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17309
    // as it doesn't make sense for an empty dockspace to not have this property.
17310
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17311
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17312
17313
    // Update the node
17314
0
    DockNodeUpdate(node);
17315
17316
0
    End();
17317
0
    ItemSize(size);
17318
0
    return id;
17319
0
}
17320
17321
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17322
// The limitation with this call is that your window won't have a menu bar.
17323
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17324
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17325
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17326
0
{
17327
0
    if (viewport == NULL)
17328
0
        viewport = GetMainViewport();
17329
17330
0
    SetNextWindowPos(viewport->WorkPos);
17331
0
    SetNextWindowSize(viewport->WorkSize);
17332
0
    SetNextWindowViewport(viewport->ID);
17333
17334
0
    ImGuiWindowFlags host_window_flags = 0;
17335
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17336
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17337
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17338
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17339
17340
0
    char label[32];
17341
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17342
17343
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17344
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
17345
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
17346
0
    Begin(label, NULL, host_window_flags);
17347
0
    PopStyleVar(3);
17348
17349
0
    ImGuiID dockspace_id = GetID("DockSpace");
17350
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
17351
0
    End();
17352
17353
0
    return dockspace_id;
17354
0
}
17355
17356
//-----------------------------------------------------------------------------
17357
// Docking: Builder Functions
17358
//-----------------------------------------------------------------------------
17359
// Very early end-user API to manipulate dock nodes.
17360
// Only available in imgui_internal.h. Expect this API to change/break!
17361
// It is expected that those functions are all called _before_ the dockspace node submission.
17362
//-----------------------------------------------------------------------------
17363
// - DockBuilderDockWindow()
17364
// - DockBuilderGetNode()
17365
// - DockBuilderSetNodePos()
17366
// - DockBuilderSetNodeSize()
17367
// - DockBuilderAddNode()
17368
// - DockBuilderRemoveNode()
17369
// - DockBuilderRemoveNodeChildNodes()
17370
// - DockBuilderRemoveNodeDockedWindows()
17371
// - DockBuilderSplitNode()
17372
// - DockBuilderCopyNodeRec()
17373
// - DockBuilderCopyNode()
17374
// - DockBuilderCopyWindowSettings()
17375
// - DockBuilderCopyDockSpace()
17376
// - DockBuilderFinish()
17377
//-----------------------------------------------------------------------------
17378
17379
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
17380
0
{
17381
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
17382
0
    ImGuiID window_id = ImHashStr(window_name);
17383
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
17384
0
    {
17385
        // Apply to created window
17386
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
17387
0
        window->DockOrder = -1;
17388
0
    }
17389
0
    else
17390
0
    {
17391
        // Apply to settings
17392
0
        ImGuiWindowSettings* settings = FindWindowSettings(window_id);
17393
0
        if (settings == NULL)
17394
0
            settings = CreateNewWindowSettings(window_name);
17395
0
        settings->DockId = node_id;
17396
0
        settings->DockOrder = -1;
17397
0
    }
17398
0
}
17399
17400
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
17401
0
{
17402
0
    ImGuiContext* ctx = GImGui;
17403
0
    return DockContextFindNodeByID(ctx, node_id);
17404
0
}
17405
17406
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
17407
0
{
17408
0
    ImGuiContext* ctx = GImGui;
17409
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17410
0
    if (node == NULL)
17411
0
        return;
17412
0
    node->Pos = pos;
17413
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
17414
0
}
17415
17416
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
17417
0
{
17418
0
    ImGuiContext* ctx = GImGui;
17419
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17420
0
    if (node == NULL)
17421
0
        return;
17422
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17423
0
    node->Size = node->SizeRef = size;
17424
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17425
0
}
17426
17427
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
17428
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
17429
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
17430
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
17431
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
17432
// - Use (id == 0) to let the system allocate a node identifier.
17433
// - Existing node with a same id will be removed.
17434
ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
17435
0
{
17436
0
    ImGuiContext* ctx = GImGui;
17437
17438
0
    if (id != 0)
17439
0
        DockBuilderRemoveNode(id);
17440
17441
0
    ImGuiDockNode* node = NULL;
17442
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
17443
0
    {
17444
0
        DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
17445
0
        node = DockContextFindNodeByID(ctx, id);
17446
0
    }
17447
0
    else
17448
0
    {
17449
0
        node = DockContextAddNode(ctx, id);
17450
0
        node->SetLocalFlags(flags);
17451
0
    }
17452
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
17453
0
    return node->ID;
17454
0
}
17455
17456
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
17457
0
{
17458
0
    ImGuiContext* ctx = GImGui;
17459
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17460
0
    if (node == NULL)
17461
0
        return;
17462
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
17463
0
    DockBuilderRemoveNodeChildNodes(node_id);
17464
    // Node may have moved or deleted if e.g. any merge happened
17465
0
    node = DockContextFindNodeByID(ctx, node_id);
17466
0
    if (node == NULL)
17467
0
        return;
17468
0
    if (node->IsCentralNode() && node->ParentNode)
17469
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17470
0
    DockContextRemoveNode(ctx, node, true);
17471
0
}
17472
17473
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
17474
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
17475
0
{
17476
0
    ImGuiContext* ctx = GImGui;
17477
0
    ImGuiDockContext* dc  = &ctx->DockContext;
17478
17479
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
17480
0
    if (root_id && root_node == NULL)
17481
0
        return;
17482
0
    bool has_central_node = false;
17483
17484
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
17485
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
17486
17487
    // Process active windows
17488
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
17489
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
17490
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
17491
0
        {
17492
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
17493
0
            if (want_removal)
17494
0
            {
17495
0
                if (node->IsCentralNode())
17496
0
                    has_central_node = true;
17497
0
                if (root_id != 0)
17498
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
17499
0
                if (root_node)
17500
0
                {
17501
0
                    DockNodeMoveWindows(root_node, node);
17502
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
17503
0
                }
17504
0
                nodes_to_remove.push_back(node);
17505
0
            }
17506
0
        }
17507
17508
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
17509
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
17510
0
    if (root_node)
17511
0
    {
17512
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
17513
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
17514
0
    }
17515
17516
    // Apply to settings
17517
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
17518
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
17519
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
17520
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
17521
0
                {
17522
0
                    settings->DockId = root_id;
17523
0
                    break;
17524
0
                }
17525
17526
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
17527
0
    if (nodes_to_remove.Size > 1)
17528
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
17529
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
17530
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
17531
17532
0
    if (root_id == 0)
17533
0
    {
17534
0
        dc->Nodes.Clear();
17535
0
        dc->Requests.clear();
17536
0
    }
17537
0
    else if (has_central_node)
17538
0
    {
17539
0
        root_node->CentralNode = root_node;
17540
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17541
0
    }
17542
0
}
17543
17544
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
17545
0
{
17546
    // Clear references in settings
17547
0
    ImGuiContext* ctx = GImGui;
17548
0
    ImGuiContext& g = *ctx;
17549
0
    if (clear_settings_refs)
17550
0
    {
17551
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
17552
0
        {
17553
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
17554
0
            if (!want_removal && settings->DockId != 0)
17555
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
17556
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
17557
0
                        want_removal = true;
17558
0
            if (want_removal)
17559
0
                settings->DockId = 0;
17560
0
        }
17561
0
    }
17562
17563
    // Clear references in windows
17564
0
    for (int n = 0; n < g.Windows.Size; n++)
17565
0
    {
17566
0
        ImGuiWindow* window = g.Windows[n];
17567
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
17568
0
        if (want_removal)
17569
0
        {
17570
0
            const ImGuiID backup_dock_id = window->DockId;
17571
0
            IM_UNUSED(backup_dock_id);
17572
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
17573
0
            if (!clear_settings_refs)
17574
0
                IM_ASSERT(window->DockId == backup_dock_id);
17575
0
        }
17576
0
    }
17577
0
}
17578
17579
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
17580
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
17581
// FIXME-DOCK: We are not exposing nor using split_outer.
17582
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
17583
0
{
17584
0
    ImGuiContext& g = *GImGui;
17585
0
    IM_ASSERT(split_dir != ImGuiDir_None);
17586
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
17587
17588
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
17589
0
    if (node == NULL)
17590
0
    {
17591
0
        IM_ASSERT(node != NULL);
17592
0
        return 0;
17593
0
    }
17594
17595
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
17596
17597
0
    ImGuiDockRequest req;
17598
0
    req.Type = ImGuiDockRequestType_Split;
17599
0
    req.DockTargetWindow = NULL;
17600
0
    req.DockTargetNode = node;
17601
0
    req.DockPayload = NULL;
17602
0
    req.DockSplitDir = split_dir;
17603
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
17604
0
    req.DockSplitOuter = false;
17605
0
    DockContextProcessDock(&g, &req);
17606
17607
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
17608
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
17609
0
    if (out_id_at_dir)
17610
0
        *out_id_at_dir = id_at_dir;
17611
0
    if (out_id_at_opposite_dir)
17612
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
17613
0
    return id_at_dir;
17614
0
}
17615
17616
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
17617
0
{
17618
0
    ImGuiContext& g = *GImGui;
17619
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
17620
0
    dst_node->SharedFlags = src_node->SharedFlags;
17621
0
    dst_node->LocalFlags = src_node->LocalFlags;
17622
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
17623
0
    dst_node->Pos = src_node->Pos;
17624
0
    dst_node->Size = src_node->Size;
17625
0
    dst_node->SizeRef = src_node->SizeRef;
17626
0
    dst_node->SplitAxis = src_node->SplitAxis;
17627
0
    dst_node->UpdateMergedFlags();
17628
17629
0
    out_node_remap_pairs->push_back(src_node->ID);
17630
0
    out_node_remap_pairs->push_back(dst_node->ID);
17631
17632
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
17633
0
        if (src_node->ChildNodes[child_n])
17634
0
        {
17635
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
17636
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
17637
0
        }
17638
17639
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
17640
0
    return dst_node;
17641
0
}
17642
17643
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
17644
0
{
17645
0
    ImGuiContext* ctx = GImGui;
17646
0
    IM_ASSERT(src_node_id != 0);
17647
0
    IM_ASSERT(dst_node_id != 0);
17648
0
    IM_ASSERT(out_node_remap_pairs != NULL);
17649
17650
0
    DockBuilderRemoveNode(dst_node_id);
17651
17652
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
17653
0
    IM_ASSERT(src_node != NULL);
17654
17655
0
    out_node_remap_pairs->clear();
17656
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
17657
17658
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
17659
0
}
17660
17661
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
17662
0
{
17663
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
17664
0
    if (src_window == NULL)
17665
0
        return;
17666
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
17667
0
    {
17668
0
        dst_window->Pos = src_window->Pos;
17669
0
        dst_window->Size = src_window->Size;
17670
0
        dst_window->SizeFull = src_window->SizeFull;
17671
0
        dst_window->Collapsed = src_window->Collapsed;
17672
0
    }
17673
0
    else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name))
17674
0
    {
17675
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
17676
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
17677
0
        {
17678
0
            dst_settings->ViewportPos = window_pos_2ih;
17679
0
            dst_settings->ViewportId = src_window->ViewportId;
17680
0
            dst_settings->Pos = ImVec2ih(0, 0);
17681
0
        }
17682
0
        else
17683
0
        {
17684
0
            dst_settings->Pos = window_pos_2ih;
17685
0
        }
17686
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
17687
0
        dst_settings->Collapsed = src_window->Collapsed;
17688
0
    }
17689
0
}
17690
17691
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
17692
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
17693
0
{
17694
0
    ImGuiContext& g = *GImGui;
17695
0
    IM_ASSERT(src_dockspace_id != 0);
17696
0
    IM_ASSERT(dst_dockspace_id != 0);
17697
0
    IM_ASSERT(in_window_remap_pairs != NULL);
17698
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
17699
17700
    // Duplicate entire dock
17701
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
17702
    // whereas we could attempt to at least keep them together in a new, same floating node.
17703
0
    ImVector<ImGuiID> node_remap_pairs;
17704
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
17705
17706
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
17707
    // (The windows associated to src_dockspace_id are staying in place)
17708
0
    ImVector<ImGuiID> src_windows;
17709
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
17710
0
    {
17711
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
17712
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
17713
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
17714
0
        src_windows.push_back(src_window_id);
17715
17716
        // Search in the remapping tables
17717
0
        ImGuiID src_dock_id = 0;
17718
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
17719
0
            src_dock_id = src_window->DockId;
17720
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettings(src_window_id))
17721
0
            src_dock_id = src_window_settings->DockId;
17722
0
        ImGuiID dst_dock_id = 0;
17723
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
17724
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
17725
0
            {
17726
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
17727
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
17728
0
                break;
17729
0
            }
17730
17731
0
        if (dst_dock_id != 0)
17732
0
        {
17733
            // Docked windows gets redocked into the new node hierarchy.
17734
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
17735
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
17736
0
        }
17737
0
        else
17738
0
        {
17739
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
17740
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
17741
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
17742
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
17743
0
        }
17744
0
    }
17745
17746
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
17747
    // Find those windows and move to them to the cloned dock node. This may be optional?
17748
    // Dock those are a second step as undocking would invalidate source dock nodes.
17749
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
17750
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
17751
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
17752
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
17753
0
        {
17754
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
17755
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
17756
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17757
0
            {
17758
0
                ImGuiWindow* window = node->Windows[window_n];
17759
0
                if (src_windows.contains(window->ID))
17760
0
                    continue;
17761
17762
                // Docked windows gets redocked into the new node hierarchy.
17763
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
17764
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
17765
0
            }
17766
0
        }
17767
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
17768
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
17769
0
}
17770
17771
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
17772
void ImGui::DockBuilderFinish(ImGuiID root_id)
17773
0
{
17774
0
    ImGuiContext* ctx = GImGui;
17775
    //DockContextRebuild(ctx);
17776
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
17777
0
}
17778
17779
//-----------------------------------------------------------------------------
17780
// Docking: Begin/End Support Functions (called from Begin/End)
17781
//-----------------------------------------------------------------------------
17782
// - GetWindowAlwaysWantOwnTabBar()
17783
// - DockContextBindNodeToWindow()
17784
// - BeginDocked()
17785
// - BeginDockableDragDropSource()
17786
// - BeginDockableDragDropTarget()
17787
//-----------------------------------------------------------------------------
17788
17789
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
17790
0
{
17791
0
    ImGuiContext& g = *GImGui;
17792
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
17793
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
17794
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
17795
0
                return true;
17796
0
    return false;
17797
0
}
17798
17799
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
17800
0
{
17801
0
    ImGuiContext& g = *ctx;
17802
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
17803
0
    IM_ASSERT(window->DockNode == NULL);
17804
17805
    // We should not be docking into a split node (SetWindowDock should avoid this)
17806
0
    if (node && node->IsSplitNode())
17807
0
    {
17808
0
        DockContextProcessUndockWindow(ctx, window);
17809
0
        return NULL;
17810
0
    }
17811
17812
    // Create node
17813
0
    if (node == NULL)
17814
0
    {
17815
0
        node = DockContextAddNode(ctx, window->DockId);
17816
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
17817
0
        node->LastFrameAlive = g.FrameCount;
17818
0
    }
17819
17820
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
17821
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
17822
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
17823
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
17824
0
    if (!node->IsVisible)
17825
0
    {
17826
0
        ImGuiDockNode* ancestor_node = node;
17827
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
17828
0
            ancestor_node = ancestor_node->ParentNode;
17829
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
17830
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
17831
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
17832
0
    }
17833
17834
    // Add window to node
17835
0
    bool node_was_visible = node->IsVisible;
17836
0
    DockNodeAddWindow(node, window, true);
17837
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
17838
0
    IM_ASSERT(node == window->DockNode);
17839
0
    return node;
17840
0
}
17841
17842
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
17843
0
{
17844
0
    ImGuiContext* ctx = GImGui;
17845
0
    ImGuiContext& g = *ctx;
17846
17847
    // Clear fields ahead so most early-out paths don't have to do it
17848
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
17849
17850
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
17851
0
    if (auto_dock_node)
17852
0
    {
17853
0
        if (window->DockId == 0)
17854
0
        {
17855
0
            IM_ASSERT(window->DockNode == NULL);
17856
0
            window->DockId = DockContextGenNodeID(ctx);
17857
0
        }
17858
0
    }
17859
0
    else
17860
0
    {
17861
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
17862
0
        bool want_undock = false;
17863
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
17864
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
17865
0
        if (want_undock)
17866
0
        {
17867
0
            DockContextProcessUndockWindow(ctx, window);
17868
0
            return;
17869
0
        }
17870
0
    }
17871
17872
    // Bind to our dock node
17873
0
    ImGuiDockNode* node = window->DockNode;
17874
0
    if (node != NULL)
17875
0
        IM_ASSERT(window->DockId == node->ID);
17876
0
    if (window->DockId != 0 && node == NULL)
17877
0
    {
17878
0
        node = DockContextBindNodeToWindow(ctx, window);
17879
0
        if (node == NULL)
17880
0
            return;
17881
0
    }
17882
17883
#if 0
17884
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
17885
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
17886
    {
17887
        DockContextProcessUndockWindow(ctx, window);
17888
        return;
17889
    }
17890
#endif
17891
17892
    // Undock if our dockspace node disappeared
17893
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
17894
0
    if (node->LastFrameAlive < g.FrameCount)
17895
0
    {
17896
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
17897
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
17898
0
        if (root_node->LastFrameAlive < g.FrameCount)
17899
0
            DockContextProcessUndockWindow(ctx, window);
17900
0
        else
17901
0
            window->DockIsActive = true;
17902
0
        return;
17903
0
    }
17904
17905
    // Store style overrides
17906
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17907
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
17908
17909
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
17910
    // and never create neither a host window neither a tab bar.
17911
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
17912
0
    if (node->HostWindow == NULL)
17913
0
    {
17914
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
17915
0
            window->DockIsActive = true;
17916
0
        if (node->Windows.Size > 1)
17917
0
            DockNodeHideWindowDuringHostWindowCreation(window);
17918
0
        return;
17919
0
    }
17920
17921
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
17922
0
    IM_ASSERT(node->HostWindow);
17923
0
    IM_ASSERT(node->IsLeafNode());
17924
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
17925
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
17926
17927
    // Undock if we are submitted earlier than the host window
17928
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
17929
0
    {
17930
0
        DockContextProcessUndockWindow(ctx, window);
17931
0
        return;
17932
0
    }
17933
17934
    // Position/Size window
17935
0
    SetNextWindowPos(node->Pos);
17936
0
    SetNextWindowSize(node->Size);
17937
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
17938
0
    window->DockIsActive = true;
17939
0
    window->DockNodeIsVisible = true;
17940
0
    window->DockTabIsVisible = false;
17941
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
17942
0
        return;
17943
17944
    // When the window is selected we mark it as visible.
17945
0
    if (node->VisibleWindow == window)
17946
0
        window->DockTabIsVisible = true;
17947
17948
    // Update window flag
17949
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
17950
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
17951
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
17952
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
17953
0
    else
17954
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
17955
17956
    // Save new dock order only if the window has been visible once already
17957
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
17958
0
    if (node->TabBar && window->WasActive)
17959
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
17960
17961
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
17962
0
        *p_open = false;
17963
17964
    // Update ChildId to allow returning from Child to Parent with Escape
17965
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
17966
0
    window->ChildId = parent_window->GetID(window->Name);
17967
0
}
17968
17969
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
17970
0
{
17971
0
    ImGuiContext& g = *GImGui;
17972
0
    IM_ASSERT(g.ActiveId == window->MoveId);
17973
0
    IM_ASSERT(g.MovingWindow == window);
17974
0
    IM_ASSERT(g.CurrentWindow == window);
17975
17976
0
    g.LastItemData.ID = window->MoveId;
17977
0
    window = window->RootWindowDockTree;
17978
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
17979
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
17980
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
17981
0
    {
17982
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
17983
0
        EndDragDropSource();
17984
17985
        // Store style overrides
17986
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17987
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
17988
0
    }
17989
0
}
17990
17991
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
17992
0
{
17993
0
    ImGuiContext* ctx = GImGui;
17994
0
    ImGuiContext& g = *ctx;
17995
17996
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
17997
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
17998
0
    if (!g.DragDropActive)
17999
0
        return;
18000
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18001
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18002
0
        return;
18003
18004
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18005
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18006
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18007
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18008
0
    {
18009
0
        EndDragDropTarget();
18010
0
        return;
18011
0
    }
18012
18013
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18014
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18015
0
    {
18016
        // Select target node
18017
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18018
0
        bool dock_into_floating_window = false;
18019
0
        ImGuiDockNode* node = NULL;
18020
0
        if (window->DockNodeAsHost)
18021
0
        {
18022
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18023
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18024
18025
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18026
            // In this case we need to fallback into any leaf mode, possibly the central node.
18027
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18028
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18029
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18030
0
        }
18031
0
        else
18032
0
        {
18033
0
            if (window->DockNode)
18034
0
                node = window->DockNode;
18035
0
            else
18036
0
                dock_into_floating_window = true; // Dock into a regular window
18037
0
        }
18038
18039
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18040
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18041
18042
        // Preview docking request and find out split direction/ratio
18043
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18044
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18045
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18046
0
        {
18047
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18048
0
            ImGuiDockPreviewData split_inner;
18049
0
            ImGuiDockPreviewData split_outer;
18050
0
            ImGuiDockPreviewData* split_data = &split_inner;
18051
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18052
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18053
0
                {
18054
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18055
0
                    if (split_outer.IsSplitDirExplicit)
18056
0
                        split_data = &split_outer;
18057
0
                }
18058
0
            if (!node || node->IsLeafNode())
18059
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18060
0
            if (split_data == &split_outer)
18061
0
                split_inner.IsDropAllowed = false;
18062
18063
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18064
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18065
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18066
18067
            // Queue docking request
18068
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18069
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18070
0
        }
18071
0
    }
18072
0
    EndDragDropTarget();
18073
0
}
18074
18075
//-----------------------------------------------------------------------------
18076
// Docking: Settings
18077
//-----------------------------------------------------------------------------
18078
// - DockSettingsRenameNodeReferences()
18079
// - DockSettingsRemoveNodeReferences()
18080
// - DockSettingsFindNodeSettings()
18081
// - DockSettingsHandler_ApplyAll()
18082
// - DockSettingsHandler_ReadOpen()
18083
// - DockSettingsHandler_ReadLine()
18084
// - DockSettingsHandler_DockNodeToSettings()
18085
// - DockSettingsHandler_WriteAll()
18086
//-----------------------------------------------------------------------------
18087
18088
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18089
0
{
18090
0
    ImGuiContext& g = *GImGui;
18091
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18092
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18093
0
    {
18094
0
        ImGuiWindow* window = g.Windows[window_n];
18095
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18096
0
            window->DockId = new_node_id;
18097
0
    }
18098
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18099
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18100
0
        if (settings->DockId == old_node_id)
18101
0
            settings->DockId = new_node_id;
18102
0
}
18103
18104
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18105
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18106
0
{
18107
0
    ImGuiContext& g = *GImGui;
18108
0
    int found = 0;
18109
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18110
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18111
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18112
0
            if (settings->DockId == node_ids[node_n])
18113
0
            {
18114
0
                settings->DockId = 0;
18115
0
                settings->DockOrder = -1;
18116
0
                if (++found < node_ids_count)
18117
0
                    break;
18118
0
                return;
18119
0
            }
18120
0
}
18121
18122
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18123
0
{
18124
    // FIXME-OPT
18125
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18126
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18127
0
        if (dc->NodesSettings[n].ID == id)
18128
0
            return &dc->NodesSettings[n];
18129
0
    return NULL;
18130
0
}
18131
18132
// Clear settings data
18133
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18134
0
{
18135
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18136
0
    dc->NodesSettings.clear();
18137
0
    DockContextClearNodes(ctx, 0, true);
18138
0
}
18139
18140
// Recreate nodes based on settings data
18141
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18142
0
{
18143
    // Prune settings at boot time only
18144
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18145
0
    if (ctx->Windows.Size == 0)
18146
0
        DockContextPruneUnusedSettingsNodes(ctx);
18147
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18148
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18149
0
}
18150
18151
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18152
0
{
18153
0
    if (strcmp(name, "Data") != 0)
18154
0
        return NULL;
18155
0
    return (void*)1;
18156
0
}
18157
18158
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18159
0
{
18160
0
    char c = 0;
18161
0
    int x = 0, y = 0;
18162
0
    int r = 0;
18163
18164
    // Parsing, e.g.
18165
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18166
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18167
    // Important: this code expect currently fields in a fixed order.
18168
0
    ImGuiDockNodeSettings node;
18169
0
    line = ImStrSkipBlank(line);
18170
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18171
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18172
0
    else return;
18173
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18174
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18175
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18176
0
    if (node.ParentNodeId == 0)
18177
0
    {
18178
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18179
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18180
0
    }
18181
0
    else
18182
0
    {
18183
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18184
0
    }
18185
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18186
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18187
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18188
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18189
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18190
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18191
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18192
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18193
0
    if (node.ParentNodeId != 0)
18194
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18195
0
            node.Depth = parent_settings->Depth + 1;
18196
0
    ctx->DockContext.NodesSettings.push_back(node);
18197
0
}
18198
18199
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18200
0
{
18201
0
    ImGuiDockNodeSettings node_settings;
18202
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18203
0
    node_settings.ID = node->ID;
18204
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18205
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18206
0
    node_settings.SelectedTabId = node->SelectedTabId;
18207
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18208
0
    node_settings.Depth = (char)depth;
18209
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18210
0
    node_settings.Pos = ImVec2ih(node->Pos);
18211
0
    node_settings.Size = ImVec2ih(node->Size);
18212
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18213
0
    dc->NodesSettings.push_back(node_settings);
18214
0
    if (node->ChildNodes[0])
18215
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18216
0
    if (node->ChildNodes[1])
18217
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18218
0
}
18219
18220
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18221
0
{
18222
0
    ImGuiContext& g = *ctx;
18223
0
    ImGuiDockContext* dc = &ctx->DockContext;
18224
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18225
0
        return;
18226
18227
    // Gather settings data
18228
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18229
0
    dc->NodesSettings.resize(0);
18230
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18231
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18232
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18233
0
            if (node->IsRootNode())
18234
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18235
18236
0
    int max_depth = 0;
18237
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18238
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18239
18240
    // Write to text buffer
18241
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18242
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18243
0
    {
18244
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18245
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18246
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18247
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18248
0
        if (node_settings->ParentNodeId)
18249
0
        {
18250
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18251
0
        }
18252
0
        else
18253
0
        {
18254
0
            if (node_settings->ParentWindowId)
18255
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18256
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18257
0
        }
18258
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18259
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18260
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18261
0
            buf->appendf(" NoResize=1");
18262
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18263
0
            buf->appendf(" CentralNode=1");
18264
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18265
0
            buf->appendf(" NoTabBar=1");
18266
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18267
0
            buf->appendf(" HiddenTabBar=1");
18268
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18269
0
            buf->appendf(" NoWindowMenuButton=1");
18270
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18271
0
            buf->appendf(" NoCloseButton=1");
18272
0
        if (node_settings->SelectedTabId)
18273
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18274
18275
#if IMGUI_DEBUG_INI_SETTINGS
18276
        // [DEBUG] Include comments in the .ini file to ease debugging
18277
        if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18278
        {
18279
            buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18280
            if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18281
                buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18282
            // Iterate settings so we can give info about windows that didn't exist during the session.
18283
            int contains_window = 0;
18284
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18285
                if (settings->DockId == node_settings->ID)
18286
                {
18287
                    if (contains_window++ == 0)
18288
                        buf->appendf(" ; contains ");
18289
                    buf->appendf("'%s' ", settings->GetName());
18290
                }
18291
        }
18292
#endif
18293
0
        buf->appendf("\n");
18294
0
    }
18295
0
    buf->appendf("\n");
18296
0
}
18297
18298
18299
//-----------------------------------------------------------------------------
18300
// [SECTION] PLATFORM DEPENDENT HELPERS
18301
//-----------------------------------------------------------------------------
18302
18303
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18304
18305
#ifdef _MSC_VER
18306
#pragma comment(lib, "user32")
18307
#pragma comment(lib, "kernel32")
18308
#endif
18309
18310
// Win32 clipboard implementation
18311
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18312
static const char* GetClipboardTextFn_DefaultImpl(void*)
18313
{
18314
    ImGuiContext& g = *GImGui;
18315
    g.ClipboardHandlerData.clear();
18316
    if (!::OpenClipboard(NULL))
18317
        return NULL;
18318
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18319
    if (wbuf_handle == NULL)
18320
    {
18321
        ::CloseClipboard();
18322
        return NULL;
18323
    }
18324
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
18325
    {
18326
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
18327
        g.ClipboardHandlerData.resize(buf_len);
18328
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
18329
    }
18330
    ::GlobalUnlock(wbuf_handle);
18331
    ::CloseClipboard();
18332
    return g.ClipboardHandlerData.Data;
18333
}
18334
18335
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18336
{
18337
    if (!::OpenClipboard(NULL))
18338
        return;
18339
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
18340
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
18341
    if (wbuf_handle == NULL)
18342
    {
18343
        ::CloseClipboard();
18344
        return;
18345
    }
18346
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
18347
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
18348
    ::GlobalUnlock(wbuf_handle);
18349
    ::EmptyClipboard();
18350
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
18351
        ::GlobalFree(wbuf_handle);
18352
    ::CloseClipboard();
18353
}
18354
18355
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
18356
18357
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
18358
static PasteboardRef main_clipboard = 0;
18359
18360
// OSX clipboard implementation
18361
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
18362
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18363
{
18364
    if (!main_clipboard)
18365
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18366
    PasteboardClear(main_clipboard);
18367
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
18368
    if (cf_data)
18369
    {
18370
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
18371
        CFRelease(cf_data);
18372
    }
18373
}
18374
18375
static const char* GetClipboardTextFn_DefaultImpl(void*)
18376
{
18377
    if (!main_clipboard)
18378
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18379
    PasteboardSynchronize(main_clipboard);
18380
18381
    ItemCount item_count = 0;
18382
    PasteboardGetItemCount(main_clipboard, &item_count);
18383
    for (ItemCount i = 0; i < item_count; i++)
18384
    {
18385
        PasteboardItemID item_id = 0;
18386
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
18387
        CFArrayRef flavor_type_array = 0;
18388
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
18389
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
18390
        {
18391
            CFDataRef cf_data;
18392
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
18393
            {
18394
                ImGuiContext& g = *GImGui;
18395
                g.ClipboardHandlerData.clear();
18396
                int length = (int)CFDataGetLength(cf_data);
18397
                g.ClipboardHandlerData.resize(length + 1);
18398
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
18399
                g.ClipboardHandlerData[length] = 0;
18400
                CFRelease(cf_data);
18401
                return g.ClipboardHandlerData.Data;
18402
            }
18403
        }
18404
    }
18405
    return NULL;
18406
}
18407
18408
#else
18409
18410
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
18411
static const char* GetClipboardTextFn_DefaultImpl(void*)
18412
0
{
18413
0
    ImGuiContext& g = *GImGui;
18414
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
18415
0
}
18416
18417
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18418
0
{
18419
0
    ImGuiContext& g = *GImGui;
18420
0
    g.ClipboardHandlerData.clear();
18421
0
    const char* text_end = text + strlen(text);
18422
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
18423
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
18424
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
18425
0
}
18426
18427
#endif
18428
18429
// Win32 API IME support (for Asian languages, etc.)
18430
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
18431
18432
#include <imm.h>
18433
#ifdef _MSC_VER
18434
#pragma comment(lib, "imm32")
18435
#endif
18436
18437
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
18438
{
18439
    // Notify OS Input Method Editor of text input position
18440
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
18441
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
18442
    if (hwnd == 0)
18443
        hwnd = (HWND)ImGui::GetIO().ImeWindowHandle;
18444
#endif
18445
    if (hwnd == 0)
18446
        return;
18447
18448
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
18449
    if (HIMC himc = ::ImmGetContext(hwnd))
18450
    {
18451
        COMPOSITIONFORM composition_form = {};
18452
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18453
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18454
        composition_form.dwStyle = CFS_FORCE_POSITION;
18455
        ::ImmSetCompositionWindow(himc, &composition_form);
18456
        CANDIDATEFORM candidate_form = {};
18457
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
18458
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18459
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18460
        ::ImmSetCandidateWindow(himc, &candidate_form);
18461
        ::ImmReleaseContext(hwnd, himc);
18462
    }
18463
}
18464
18465
#else
18466
18467
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
18468
18469
#endif
18470
18471
//-----------------------------------------------------------------------------
18472
// [SECTION] METRICS/DEBUGGER WINDOW
18473
//-----------------------------------------------------------------------------
18474
// - RenderViewportThumbnail() [Internal]
18475
// - RenderViewportsThumbnails() [Internal]
18476
// - DebugTextEncoding()
18477
// - MetricsHelpMarker() [Internal]
18478
// - ShowFontAtlas() [Internal]
18479
// - ShowMetricsWindow()
18480
// - DebugNodeColumns() [Internal]
18481
// - DebugNodeDockNode() [Internal]
18482
// - DebugNodeDrawList() [Internal]
18483
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
18484
// - DebugNodeFont() [Internal]
18485
// - DebugNodeFontGlyph() [Internal]
18486
// - DebugNodeStorage() [Internal]
18487
// - DebugNodeTabBar() [Internal]
18488
// - DebugNodeViewport() [Internal]
18489
// - DebugNodeWindow() [Internal]
18490
// - DebugNodeWindowSettings() [Internal]
18491
// - DebugNodeWindowsList() [Internal]
18492
// - DebugNodeWindowsListByBeginStackParent() [Internal]
18493
//-----------------------------------------------------------------------------
18494
18495
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
18496
18497
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
18498
0
{
18499
0
    ImGuiContext& g = *GImGui;
18500
0
    ImGuiWindow* window = g.CurrentWindow;
18501
18502
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
18503
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
18504
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f;
18505
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
18506
0
    for (int i = 0; i != g.Windows.Size; i++)
18507
0
    {
18508
0
        ImGuiWindow* thumb_window = g.Windows[i];
18509
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
18510
0
            continue;
18511
0
        if (thumb_window->Viewport != viewport)
18512
0
            continue;
18513
18514
0
        ImRect thumb_r = thumb_window->Rect();
18515
0
        ImRect title_r = thumb_window->TitleBarRect();
18516
0
        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
18517
0
        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
18518
0
        thumb_r.ClipWithFull(bb);
18519
0
        title_r.ClipWithFull(bb);
18520
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
18521
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
18522
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
18523
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18524
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
18525
0
    }
18526
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18527
0
}
18528
18529
static void RenderViewportsThumbnails()
18530
0
{
18531
0
    ImGuiContext& g = *GImGui;
18532
0
    ImGuiWindow* window = g.CurrentWindow;
18533
18534
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
18535
0
    float SCALE = 1.0f / 8.0f;
18536
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
18537
0
    for (int n = 0; n < g.Viewports.Size; n++)
18538
0
        bb_full.Add(g.Viewports[n]->GetMainRect());
18539
0
    ImVec2 p = window->DC.CursorPos;
18540
0
    ImVec2 off = p - bb_full.Min * SCALE;
18541
0
    for (int n = 0; n < g.Viewports.Size; n++)
18542
0
    {
18543
0
        ImGuiViewportP* viewport = g.Viewports[n];
18544
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
18545
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
18546
0
    }
18547
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
18548
0
}
18549
18550
static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
18551
0
{
18552
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
18553
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
18554
0
    return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
18555
0
}
18556
18557
// Draw an arbitrary US keyboard layout to visualize translated keys
18558
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
18559
0
{
18560
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
18561
0
    const float  key_rounding = 3.0f;
18562
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
18563
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
18564
0
    const float  key_face_rounding = 2.0f;
18565
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
18566
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
18567
0
    const float  key_row_offset = 9.0f;
18568
18569
0
    ImVec2 board_min = GetCursorScreenPos();
18570
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
18571
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
18572
18573
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
18574
0
    const KeyLayoutData keys_to_display[] =
18575
0
    {
18576
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
18577
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
18578
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
18579
0
    };
18580
18581
    // Elements rendered manually via ImDrawList API are not clipped automatically.
18582
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
18583
0
    Dummy(board_max - board_min);
18584
0
    if (!IsItemVisible())
18585
0
        return;
18586
0
    draw_list->PushClipRect(board_min, board_max, true);
18587
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
18588
0
    {
18589
0
        const KeyLayoutData* key_data = &keys_to_display[n];
18590
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
18591
0
        ImVec2 key_max = key_min + key_size;
18592
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
18593
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
18594
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
18595
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
18596
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
18597
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
18598
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
18599
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
18600
0
        if (ImGui::IsKeyDown(key_data->Key))
18601
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
18602
0
    }
18603
0
    draw_list->PopClipRect();
18604
0
}
18605
18606
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
18607
void ImGui::DebugTextEncoding(const char* str)
18608
0
{
18609
0
    Text("Text: \"%s\"", str);
18610
0
    if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))
18611
0
        return;
18612
0
    TableSetupColumn("Offset");
18613
0
    TableSetupColumn("UTF-8");
18614
0
    TableSetupColumn("Glyph");
18615
0
    TableSetupColumn("Codepoint");
18616
0
    TableHeadersRow();
18617
0
    for (const char* p = str; *p != 0; )
18618
0
    {
18619
0
        unsigned int c;
18620
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
18621
0
        TableNextColumn();
18622
0
        Text("%d", (int)(p - str));
18623
0
        TableNextColumn();
18624
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
18625
0
        {
18626
0
            if (byte_index > 0)
18627
0
                SameLine();
18628
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
18629
0
        }
18630
0
        TableNextColumn();
18631
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
18632
0
            TextUnformatted(p, p + c_utf8_len);
18633
0
        else
18634
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
18635
0
        TableNextColumn();
18636
0
        Text("U+%04X", (int)c);
18637
0
        p += c_utf8_len;
18638
0
    }
18639
0
    EndTable();
18640
0
}
18641
18642
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
18643
static void MetricsHelpMarker(const char* desc)
18644
0
{
18645
0
    ImGui::TextDisabled("(?)");
18646
0
    if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort))
18647
0
    {
18648
0
        ImGui::BeginTooltip();
18649
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
18650
0
        ImGui::TextUnformatted(desc);
18651
0
        ImGui::PopTextWrapPos();
18652
0
        ImGui::EndTooltip();
18653
0
    }
18654
0
}
18655
18656
// [DEBUG] List fonts in a font atlas and display its texture
18657
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
18658
0
{
18659
0
    for (int i = 0; i < atlas->Fonts.Size; i++)
18660
0
    {
18661
0
        ImFont* font = atlas->Fonts[i];
18662
0
        PushID(font);
18663
0
        DebugNodeFont(font);
18664
0
        PopID();
18665
0
    }
18666
0
    if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
18667
0
    {
18668
0
        ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
18669
0
        ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
18670
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
18671
0
        TreePop();
18672
0
    }
18673
0
}
18674
18675
void ImGui::ShowMetricsWindow(bool* p_open)
18676
0
{
18677
0
    ImGuiContext& g = *GImGui;
18678
0
    ImGuiIO& io = g.IO;
18679
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
18680
0
    if (cfg->ShowDebugLog)
18681
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
18682
0
    if (cfg->ShowStackTool)
18683
0
        ShowStackToolWindow(&cfg->ShowStackTool);
18684
18685
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
18686
0
    {
18687
0
        End();
18688
0
        return;
18689
0
    }
18690
18691
    // Basic info
18692
0
    Text("Dear ImGui %s", GetVersion());
18693
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
18694
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
18695
0
    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
18696
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
18697
18698
0
    Separator();
18699
18700
    // Debugging enums
18701
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
18702
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
18703
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
18704
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
18705
0
    if (cfg->ShowWindowsRectsType < 0)
18706
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
18707
0
    if (cfg->ShowTablesRectsType < 0)
18708
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
18709
18710
0
    struct Funcs
18711
0
    {
18712
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
18713
0
        {
18714
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
18715
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
18716
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
18717
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
18718
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
18719
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
18720
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
18721
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
18722
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
18723
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
18724
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
18725
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
18726
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
18727
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
18728
0
            IM_ASSERT(0);
18729
0
            return ImRect();
18730
0
        }
18731
18732
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
18733
0
        {
18734
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
18735
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
18736
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
18737
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
18738
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
18739
0
            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
18740
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
18741
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
18742
0
            IM_ASSERT(0);
18743
0
            return ImRect();
18744
0
        }
18745
0
    };
18746
18747
    // Tools
18748
0
    if (TreeNode("Tools"))
18749
0
    {
18750
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
18751
0
        SameLine();
18752
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
18753
0
        if (show_encoding_viewer)
18754
0
        {
18755
0
            static char buf[100] = "";
18756
0
            SetNextItemWidth(-FLT_MIN);
18757
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
18758
0
            if (buf[0] != 0)
18759
0
                DebugTextEncoding(buf);
18760
0
            TreePop();
18761
0
        }
18762
18763
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
18764
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
18765
0
            DebugStartItemPicker();
18766
0
        SameLine();
18767
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
18768
18769
        // Stack Tool is your best friend!
18770
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
18771
0
        SameLine();
18772
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
18773
18774
        // Stack Tool is your best friend!
18775
0
        Checkbox("Show Stack Tool", &cfg->ShowStackTool);
18776
0
        SameLine();
18777
0
        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
18778
18779
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
18780
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
18781
0
        SameLine();
18782
0
        SetNextItemWidth(GetFontSize() * 12);
18783
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
18784
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
18785
0
        {
18786
0
            BulletText("'%s':", g.NavWindow->Name);
18787
0
            Indent();
18788
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
18789
0
            {
18790
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
18791
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
18792
0
            }
18793
0
            Unindent();
18794
0
        }
18795
18796
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
18797
0
        SameLine();
18798
0
        SetNextItemWidth(GetFontSize() * 12);
18799
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
18800
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
18801
0
        {
18802
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
18803
0
            {
18804
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
18805
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
18806
0
                    continue;
18807
18808
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
18809
0
                if (IsItemHovered())
18810
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18811
0
                Indent();
18812
0
                char buf[128];
18813
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
18814
0
                {
18815
0
                    if (rect_n >= TRT_ColumnsRect)
18816
0
                    {
18817
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
18818
0
                            continue;
18819
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
18820
0
                        {
18821
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
18822
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
18823
0
                            Selectable(buf);
18824
0
                            if (IsItemHovered())
18825
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18826
0
                        }
18827
0
                    }
18828
0
                    else
18829
0
                    {
18830
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
18831
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
18832
0
                        Selectable(buf);
18833
0
                        if (IsItemHovered())
18834
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18835
0
                    }
18836
0
                }
18837
0
                Unindent();
18838
0
            }
18839
0
        }
18840
18841
0
        TreePop();
18842
0
    }
18843
18844
    // Windows
18845
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
18846
0
    {
18847
        //SetNextItemOpen(true, ImGuiCond_Once);
18848
0
        DebugNodeWindowsList(&g.Windows, "By display order");
18849
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
18850
0
        if (TreeNode("By submission order (begin stack)"))
18851
0
        {
18852
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
18853
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
18854
0
            temp_buffer.resize(0);
18855
0
            for (int i = 0; i < g.Windows.Size; i++)
18856
0
                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
18857
0
                    temp_buffer.push_back(g.Windows[i]);
18858
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
18859
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
18860
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
18861
0
            TreePop();
18862
0
        }
18863
18864
0
        TreePop();
18865
0
    }
18866
18867
    // DrawLists
18868
0
    int drawlist_count = 0;
18869
0
    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
18870
0
        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
18871
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
18872
0
    {
18873
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
18874
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
18875
0
        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
18876
0
        {
18877
0
            ImGuiViewportP* viewport = g.Viewports[viewport_i];
18878
0
            bool viewport_has_drawlist = false;
18879
0
            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
18880
0
                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
18881
0
                {
18882
0
                    if (!viewport_has_drawlist)
18883
0
                        Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
18884
0
                    viewport_has_drawlist = true;
18885
0
                    DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
18886
0
                }
18887
0
        }
18888
0
        TreePop();
18889
0
    }
18890
18891
    // Viewports
18892
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
18893
0
    {
18894
0
        Indent(GetTreeNodeToLabelSpacing());
18895
0
        RenderViewportsThumbnails();
18896
0
        Unindent(GetTreeNodeToLabelSpacing());
18897
18898
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
18899
0
        SameLine();
18900
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
18901
0
        if (open)
18902
0
        {
18903
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
18904
0
            {
18905
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
18906
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
18907
0
                    i, mon.DpiScale * 100.0f,
18908
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
18909
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
18910
0
            }
18911
0
            TreePop();
18912
0
        }
18913
18914
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
18915
0
        if (TreeNode("Inferred Z order (front-to-back)"))
18916
0
        {
18917
0
            static ImVector<ImGuiViewportP*> viewports;
18918
0
            viewports.resize(g.Viewports.Size);
18919
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
18920
0
            if (viewports.Size > 1)
18921
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
18922
0
            for (int i = 0; i < viewports.Size; i++)
18923
0
                BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A");
18924
0
            TreePop();
18925
0
        }
18926
18927
0
        for (int i = 0; i < g.Viewports.Size; i++)
18928
0
            DebugNodeViewport(g.Viewports[i]);
18929
0
        TreePop();
18930
0
    }
18931
18932
    // Details for Popups
18933
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
18934
0
    {
18935
0
        for (int i = 0; i < g.OpenPopupStack.Size; i++)
18936
0
        {
18937
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
18938
0
            const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
18939
0
            ImGuiWindow* window = popup_data->Window;
18940
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
18941
0
                popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
18942
0
                popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
18943
0
        }
18944
0
        TreePop();
18945
0
    }
18946
18947
    // Details for TabBars
18948
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
18949
0
    {
18950
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
18951
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
18952
0
            {
18953
0
                PushID(tab_bar);
18954
0
                DebugNodeTabBar(tab_bar, "TabBar");
18955
0
                PopID();
18956
0
            }
18957
0
        TreePop();
18958
0
    }
18959
18960
    // Details for Tables
18961
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
18962
0
    {
18963
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
18964
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
18965
0
                DebugNodeTable(table);
18966
0
        TreePop();
18967
0
    }
18968
18969
    // Details for Fonts
18970
0
    ImFontAtlas* atlas = g.IO.Fonts;
18971
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
18972
0
    {
18973
0
        ShowFontAtlas(atlas);
18974
0
        TreePop();
18975
0
    }
18976
18977
    // Details for InputText
18978
0
    if (TreeNode("InputText"))
18979
0
    {
18980
0
        DebugNodeInputTextState(&g.InputTextState);
18981
0
        TreePop();
18982
0
    }
18983
18984
    // Details for Docking
18985
0
#ifdef IMGUI_HAS_DOCK
18986
0
    if (TreeNode("Docking"))
18987
0
    {
18988
0
        static bool root_nodes_only = true;
18989
0
        ImGuiDockContext* dc = &g.DockContext;
18990
0
        Checkbox("List root nodes", &root_nodes_only);
18991
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
18992
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
18993
0
        SameLine();
18994
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
18995
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
18996
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18997
0
                if (!root_nodes_only || node->IsRootNode())
18998
0
                    DebugNodeDockNode(node, "Node");
18999
0
        TreePop();
19000
0
    }
19001
0
#endif // #ifdef IMGUI_HAS_DOCK
19002
19003
    // Settings
19004
0
    if (TreeNode("Settings"))
19005
0
    {
19006
0
        if (SmallButton("Clear"))
19007
0
            ClearIniSettings();
19008
0
        SameLine();
19009
0
        if (SmallButton("Save to memory"))
19010
0
            SaveIniSettingsToMemory();
19011
0
        SameLine();
19012
0
        if (SmallButton("Save to disk"))
19013
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19014
0
        SameLine();
19015
0
        if (g.IO.IniFilename)
19016
0
            Text("\"%s\"", g.IO.IniFilename);
19017
0
        else
19018
0
            TextUnformatted("<NULL>");
19019
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19020
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19021
0
        {
19022
0
            for (int n = 0; n < g.SettingsHandlers.Size; n++)
19023
0
                BulletText("%s", g.SettingsHandlers[n].TypeName);
19024
0
            TreePop();
19025
0
        }
19026
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19027
0
        {
19028
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19029
0
                DebugNodeWindowSettings(settings);
19030
0
            TreePop();
19031
0
        }
19032
19033
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19034
0
        {
19035
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19036
0
                DebugNodeTableSettings(settings);
19037
0
            TreePop();
19038
0
        }
19039
19040
0
#ifdef IMGUI_HAS_DOCK
19041
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19042
0
        {
19043
0
            ImGuiDockContext* dc = &g.DockContext;
19044
0
            Text("In SettingsWindows:");
19045
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19046
0
                if (settings->DockId != 0)
19047
0
                    BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
19048
0
            Text("In SettingsNodes:");
19049
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19050
0
            {
19051
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19052
0
                const char* selected_tab_name = NULL;
19053
0
                if (settings->SelectedTabId)
19054
0
                {
19055
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19056
0
                        selected_tab_name = window->Name;
19057
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId))
19058
0
                        selected_tab_name = window_settings->GetName();
19059
0
                }
19060
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19061
0
            }
19062
0
            TreePop();
19063
0
        }
19064
0
#endif // #ifdef IMGUI_HAS_DOCK
19065
19066
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19067
0
        {
19068
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19069
0
            TreePop();
19070
0
        }
19071
0
        TreePop();
19072
0
    }
19073
19074
0
    if (TreeNode("Inputs"))
19075
0
    {
19076
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19077
0
        {
19078
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19079
            // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
19080
0
            Indent();
19081
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19082
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19083
#else
19084
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19085
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19086
#endif
19087
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19088
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19089
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19090
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19091
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19092
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19093
0
            Unindent();
19094
0
        }
19095
19096
0
        Text("MOUSE STATE");
19097
0
        {
19098
0
            Indent();
19099
0
            if (IsMousePosValid())
19100
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19101
0
            else
19102
0
                Text("Mouse pos: <INVALID>");
19103
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19104
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19105
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19106
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19107
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19108
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19109
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19110
0
            Unindent();
19111
0
        }
19112
19113
0
        Text("MOUSE WHEELING");
19114
0
        {
19115
0
            Indent();
19116
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19117
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19118
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19119
0
            Unindent();
19120
0
        }
19121
19122
0
        Text("KEY OWNERS");
19123
0
        {
19124
0
            Indent();
19125
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19126
0
            {
19127
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19128
0
                {
19129
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
19130
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19131
0
                        continue;
19132
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19133
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19134
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19135
0
                }
19136
0
                EndListBox();
19137
0
            }
19138
0
            Unindent();
19139
0
        }
19140
0
        Text("SHORTCUT ROUTING");
19141
0
        {
19142
0
            Indent();
19143
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19144
0
            {
19145
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19146
0
                {
19147
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19148
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19149
0
                    {
19150
0
                        char key_chord_name[64];
19151
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19152
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19153
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19154
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19155
0
                        idx = routing_data->NextEntryIndex;
19156
0
                    }
19157
0
                }
19158
0
                EndListBox();
19159
0
            }
19160
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19161
0
            Unindent();
19162
0
        }
19163
0
        TreePop();
19164
0
    }
19165
19166
0
    if (TreeNode("Internal state"))
19167
0
    {
19168
0
        Text("WINDOWING");
19169
0
        Indent();
19170
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19171
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19172
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19173
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19174
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19175
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19176
0
        Unindent();
19177
19178
0
        Text("ITEMS");
19179
0
        Indent();
19180
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19181
0
        DebugLocateItemOnHover(g.ActiveId);
19182
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19183
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19184
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19185
0
        Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
19186
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19187
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19188
0
        Unindent();
19189
19190
0
        Text("NAV,FOCUS");
19191
0
        Indent();
19192
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19193
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19194
0
        DebugLocateItemOnHover(g.NavId);
19195
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19196
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19197
0
        Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
19198
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19199
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19200
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19201
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19202
0
        Unindent();
19203
19204
0
        TreePop();
19205
0
    }
19206
19207
    // Overlay: Display windows Rectangles and Begin Order
19208
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19209
0
    {
19210
0
        for (int n = 0; n < g.Windows.Size; n++)
19211
0
        {
19212
0
            ImGuiWindow* window = g.Windows[n];
19213
0
            if (!window->WasActive)
19214
0
                continue;
19215
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19216
0
            if (cfg->ShowWindowsRects)
19217
0
            {
19218
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19219
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19220
0
            }
19221
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19222
0
            {
19223
0
                char buf[32];
19224
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19225
0
                float font_size = GetFontSize();
19226
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19227
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19228
0
            }
19229
0
        }
19230
0
    }
19231
19232
    // Overlay: Display Tables Rectangles
19233
0
    if (cfg->ShowTablesRects)
19234
0
    {
19235
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19236
0
        {
19237
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19238
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19239
0
                continue;
19240
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19241
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19242
0
            {
19243
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19244
0
                {
19245
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19246
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19247
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19248
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19249
0
                }
19250
0
            }
19251
0
            else
19252
0
            {
19253
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19254
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19255
0
            }
19256
0
        }
19257
0
    }
19258
19259
0
#ifdef IMGUI_HAS_DOCK
19260
    // Overlay: Display Docking info
19261
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19262
0
    {
19263
0
        char buf[64] = "";
19264
0
        char* p = buf;
19265
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19266
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19267
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19268
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19269
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19270
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19271
0
        int depth = DockNodeGetDepth(node);
19272
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19273
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19274
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19275
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19276
0
    }
19277
0
#endif // #ifdef IMGUI_HAS_DOCK
19278
19279
0
    End();
19280
0
}
19281
19282
// [DEBUG] Display contents of Columns
19283
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19284
0
{
19285
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19286
0
        return;
19287
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19288
0
    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
19289
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
19290
0
    TreePop();
19291
0
}
19292
19293
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19294
0
{
19295
0
    using namespace ImGui;
19296
0
    PushID(label);
19297
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19298
0
    Text("%s:", label);
19299
0
    if (!enabled)
19300
0
        BeginDisabled();
19301
0
    CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
19302
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
19303
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
19304
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
19305
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
19306
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
19307
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
19308
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
19309
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
19310
0
    CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
19311
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
19312
0
    CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
19313
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
19314
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
19315
0
    if (!enabled)
19316
0
        EndDisabled();
19317
0
    PopStyleVar();
19318
0
    PopID();
19319
0
}
19320
19321
// [DEBUG] Display contents of ImDockNode
19322
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
19323
0
{
19324
0
    ImGuiContext& g = *GImGui;
19325
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
19326
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
19327
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19328
0
    bool open;
19329
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19330
0
    if (node->Windows.Size > 0)
19331
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19332
0
    else
19333
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19334
0
    if (!is_alive) { PopStyleColor(); }
19335
0
    if (is_active && IsItemHovered())
19336
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
19337
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
19338
0
    if (open)
19339
0
    {
19340
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
19341
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
19342
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
19343
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
19344
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
19345
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
19346
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
19347
0
        BulletText("Misc:%s%s%s%s%s%s%s",
19348
0
            node->IsDockSpace() ? " IsDockSpace" : "",
19349
0
            node->IsCentralNode() ? " IsCentralNode" : "",
19350
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
19351
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
19352
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
19353
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
19354
0
        {
19355
0
            if (BeginTable("flags", 4))
19356
0
            {
19357
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
19358
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
19359
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
19360
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
19361
0
                EndTable();
19362
0
            }
19363
0
            TreePop();
19364
0
        }
19365
0
        if (node->ParentNode)
19366
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
19367
0
        if (node->ChildNodes[0])
19368
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
19369
0
        if (node->ChildNodes[1])
19370
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
19371
0
        if (node->TabBar)
19372
0
            DebugNodeTabBar(node->TabBar, "TabBar");
19373
0
        DebugNodeWindowsList(&node->Windows, "Windows");
19374
19375
0
        TreePop();
19376
0
    }
19377
0
}
19378
19379
// [DEBUG] Display contents of ImDrawList
19380
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
19381
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
19382
0
{
19383
0
    ImGuiContext& g = *GImGui;
19384
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19385
0
    int cmd_count = draw_list->CmdBuffer.Size;
19386
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
19387
0
        cmd_count--;
19388
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
19389
0
    if (draw_list == GetWindowDrawList())
19390
0
    {
19391
0
        SameLine();
19392
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
19393
0
        if (node_open)
19394
0
            TreePop();
19395
0
        return;
19396
0
    }
19397
19398
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
19399
0
    if (window && IsItemHovered() && fg_draw_list)
19400
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19401
0
    if (!node_open)
19402
0
        return;
19403
19404
0
    if (window && !window->WasActive)
19405
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
19406
19407
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
19408
0
    {
19409
0
        if (pcmd->UserCallback)
19410
0
        {
19411
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
19412
0
            continue;
19413
0
        }
19414
19415
0
        char buf[300];
19416
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
19417
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
19418
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
19419
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
19420
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
19421
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
19422
0
        if (!pcmd_node_open)
19423
0
            continue;
19424
19425
        // Calculate approximate coverage area (touched pixel count)
19426
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
19427
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
19428
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
19429
0
        float total_area = 0.0f;
19430
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
19431
0
        {
19432
0
            ImVec2 triangle[3];
19433
0
            for (int n = 0; n < 3; n++, idx_n++)
19434
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
19435
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
19436
0
        }
19437
19438
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
19439
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
19440
0
        Selectable(buf);
19441
0
        if (IsItemHovered() && fg_draw_list)
19442
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
19443
19444
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
19445
0
        ImGuiListClipper clipper;
19446
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
19447
0
        while (clipper.Step())
19448
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
19449
0
            {
19450
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
19451
0
                ImVec2 triangle[3];
19452
0
                for (int n = 0; n < 3; n++, idx_i++)
19453
0
                {
19454
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
19455
0
                    triangle[n] = v.pos;
19456
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
19457
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
19458
0
                }
19459
19460
0
                Selectable(buf, false);
19461
0
                if (fg_draw_list && IsItemHovered())
19462
0
                {
19463
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
19464
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19465
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
19466
0
                    fg_draw_list->Flags = backup_flags;
19467
0
                }
19468
0
            }
19469
0
        TreePop();
19470
0
    }
19471
0
    TreePop();
19472
0
}
19473
19474
// [DEBUG] Display mesh/aabb of a ImDrawCmd
19475
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
19476
0
{
19477
0
    IM_ASSERT(show_mesh || show_aabb);
19478
19479
    // Draw wire-frame version of all triangles
19480
0
    ImRect clip_rect = draw_cmd->ClipRect;
19481
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19482
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
19483
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19484
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
19485
0
    {
19486
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
19487
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
19488
19489
0
        ImVec2 triangle[3];
19490
0
        for (int n = 0; n < 3; n++, idx_n++)
19491
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
19492
0
        if (show_mesh)
19493
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
19494
0
    }
19495
    // Draw bounding boxes
19496
0
    if (show_aabb)
19497
0
    {
19498
0
        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
19499
0
        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
19500
0
    }
19501
0
    out_draw_list->Flags = backup_flags;
19502
0
}
19503
19504
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
19505
void ImGui::DebugNodeFont(ImFont* font)
19506
0
{
19507
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
19508
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
19509
0
    SameLine();
19510
0
    if (SmallButton("Set as default"))
19511
0
        GetIO().FontDefault = font;
19512
0
    if (!opened)
19513
0
        return;
19514
19515
    // Display preview text
19516
0
    PushFont(font);
19517
0
    Text("The quick brown fox jumps over the lazy dog");
19518
0
    PopFont();
19519
19520
    // Display details
19521
0
    SetNextItemWidth(GetFontSize() * 8);
19522
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
19523
0
    SameLine(); MetricsHelpMarker(
19524
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
19525
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
19526
0
        "You may oversample them to get some flexibility with scaling. "
19527
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
19528
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
19529
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
19530
0
    char c_str[5];
19531
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
19532
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
19533
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
19534
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
19535
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
19536
0
        if (font->ConfigData)
19537
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
19538
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
19539
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
19540
19541
    // Display all glyphs of the fonts in separate pages of 256 characters
19542
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
19543
0
    {
19544
0
        ImDrawList* draw_list = GetWindowDrawList();
19545
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
19546
0
        const float cell_size = font->FontSize * 1;
19547
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
19548
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
19549
0
        {
19550
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
19551
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
19552
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
19553
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
19554
0
            {
19555
0
                base += 4096 - 256;
19556
0
                continue;
19557
0
            }
19558
19559
0
            int count = 0;
19560
0
            for (unsigned int n = 0; n < 256; n++)
19561
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
19562
0
                    count++;
19563
0
            if (count <= 0)
19564
0
                continue;
19565
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
19566
0
                continue;
19567
19568
            // Draw a 16x16 grid of glyphs
19569
0
            ImVec2 base_pos = GetCursorScreenPos();
19570
0
            for (unsigned int n = 0; n < 256; n++)
19571
0
            {
19572
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
19573
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
19574
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
19575
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
19576
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
19577
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
19578
0
                if (!glyph)
19579
0
                    continue;
19580
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
19581
0
                if (IsMouseHoveringRect(cell_p1, cell_p2))
19582
0
                {
19583
0
                    BeginTooltip();
19584
0
                    DebugNodeFontGlyph(font, glyph);
19585
0
                    EndTooltip();
19586
0
                }
19587
0
            }
19588
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
19589
0
            TreePop();
19590
0
        }
19591
0
        TreePop();
19592
0
    }
19593
0
    TreePop();
19594
0
}
19595
19596
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
19597
0
{
19598
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
19599
0
    Separator();
19600
0
    Text("Visible: %d", glyph->Visible);
19601
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
19602
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
19603
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
19604
0
}
19605
19606
// [DEBUG] Display contents of ImGuiStorage
19607
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
19608
0
{
19609
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
19610
0
        return;
19611
0
    for (int n = 0; n < storage->Data.Size; n++)
19612
0
    {
19613
0
        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
19614
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
19615
0
    }
19616
0
    TreePop();
19617
0
}
19618
19619
// [DEBUG] Display contents of ImGuiTabBar
19620
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
19621
0
{
19622
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
19623
0
    char buf[256];
19624
0
    char* p = buf;
19625
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
19626
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
19627
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
19628
0
    p += ImFormatString(p, buf_end - p, "  { ");
19629
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
19630
0
    {
19631
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19632
0
        p += ImFormatString(p, buf_end - p, "%s'%s'",
19633
0
            tab_n > 0 ? ", " : "", (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???");
19634
0
    }
19635
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
19636
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19637
0
    bool open = TreeNode(label, "%s", buf);
19638
0
    if (!is_active) { PopStyleColor(); }
19639
0
    if (is_active && IsItemHovered())
19640
0
    {
19641
0
        ImDrawList* draw_list = GetForegroundDrawList();
19642
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
19643
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19644
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19645
0
    }
19646
0
    if (open)
19647
0
    {
19648
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
19649
0
        {
19650
0
            const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19651
0
            PushID(tab);
19652
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
19653
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
19654
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
19655
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);
19656
0
            PopID();
19657
0
        }
19658
0
        TreePop();
19659
0
    }
19660
0
}
19661
19662
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
19663
0
{
19664
0
    SetNextItemOpen(true, ImGuiCond_Once);
19665
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
19666
0
    {
19667
0
        ImGuiWindowFlags flags = viewport->Flags;
19668
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
19669
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
19670
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
19671
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
19672
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
19673
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
19674
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
19675
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
19676
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
19677
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
19678
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
19679
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
19680
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
19681
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
19682
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
19683
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
19684
0
            (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "",
19685
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
19686
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
19687
0
        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19688
0
            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19689
0
                DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19690
0
        TreePop();
19691
0
    }
19692
0
}
19693
19694
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
19695
0
{
19696
0
    if (window == NULL)
19697
0
    {
19698
0
        BulletText("%s: NULL", label);
19699
0
        return;
19700
0
    }
19701
19702
0
    ImGuiContext& g = *GImGui;
19703
0
    const bool is_active = window->WasActive;
19704
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19705
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19706
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
19707
0
    if (!is_active) { PopStyleColor(); }
19708
0
    if (IsItemHovered() && is_active)
19709
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19710
0
    if (!open)
19711
0
        return;
19712
19713
0
    if (window->MemoryCompacted)
19714
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
19715
19716
0
    ImGuiWindowFlags flags = window->Flags;
19717
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
19718
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
19719
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
19720
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
19721
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
19722
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
19723
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
19724
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
19725
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
19726
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
19727
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
19728
0
    {
19729
0
        ImRect r = window->NavRectRel[layer];
19730
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
19731
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
19732
0
        else
19733
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
19734
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
19735
0
    }
19736
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
19737
19738
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
19739
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
19740
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
19741
0
    if (window->DockNode || window->DockNodeAsHost)
19742
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
19743
19744
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
19745
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
19746
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
19747
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
19748
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
19749
0
    {
19750
0
        for (int n = 0; n < window->ColumnsStorage.Size; n++)
19751
0
            DebugNodeColumns(&window->ColumnsStorage[n]);
19752
0
        TreePop();
19753
0
    }
19754
0
    DebugNodeStorage(&window->StateStorage, "Storage");
19755
0
    TreePop();
19756
0
}
19757
19758
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
19759
0
{
19760
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
19761
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
19762
0
}
19763
19764
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
19765
0
{
19766
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
19767
0
        return;
19768
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
19769
0
    {
19770
0
        PushID((*windows)[i]);
19771
0
        DebugNodeWindow((*windows)[i], "Window");
19772
0
        PopID();
19773
0
    }
19774
0
    TreePop();
19775
0
}
19776
19777
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
19778
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
19779
0
{
19780
0
    for (int i = 0; i < windows_size; i++)
19781
0
    {
19782
0
        ImGuiWindow* window = windows[i];
19783
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
19784
0
            continue;
19785
0
        char buf[20];
19786
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
19787
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
19788
0
        DebugNodeWindow(window, buf);
19789
0
        Indent();
19790
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
19791
0
        Unindent();
19792
0
    }
19793
0
}
19794
19795
//-----------------------------------------------------------------------------
19796
// [SECTION] DEBUG LOG WINDOW
19797
//-----------------------------------------------------------------------------
19798
19799
void ImGui::DebugLog(const char* fmt, ...)
19800
0
{
19801
0
    va_list args;
19802
0
    va_start(args, fmt);
19803
0
    DebugLogV(fmt, args);
19804
0
    va_end(args);
19805
0
}
19806
19807
void ImGui::DebugLogV(const char* fmt, va_list args)
19808
0
{
19809
0
    ImGuiContext& g = *GImGui;
19810
0
    const int old_size = g.DebugLogBuf.size();
19811
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
19812
0
    g.DebugLogBuf.appendfv(fmt, args);
19813
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
19814
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
19815
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
19816
0
}
19817
19818
void ImGui::ShowDebugLogWindow(bool* p_open)
19819
0
{
19820
0
    ImGuiContext& g = *GImGui;
19821
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
19822
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
19823
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
19824
0
    {
19825
0
        End();
19826
0
        return;
19827
0
    }
19828
19829
0
    AlignTextToFramePadding();
19830
0
    Text("Log events:");
19831
0
    SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
19832
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
19833
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
19834
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
19835
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
19836
0
    SameLine(); CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper);
19837
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
19838
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
19839
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
19840
19841
0
    if (SmallButton("Clear"))
19842
0
    {
19843
0
        g.DebugLogBuf.clear();
19844
0
        g.DebugLogIndex.clear();
19845
0
    }
19846
0
    SameLine();
19847
0
    if (SmallButton("Copy"))
19848
0
        SetClipboardText(g.DebugLogBuf.c_str());
19849
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
19850
19851
0
    ImGuiListClipper clipper;
19852
0
    clipper.Begin(g.DebugLogIndex.size());
19853
0
    while (clipper.Step())
19854
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
19855
0
        {
19856
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
19857
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
19858
0
            TextUnformatted(line_begin, line_end);
19859
0
            ImRect text_rect = g.LastItemData.Rect;
19860
0
            if (IsItemHovered())
19861
0
                for (const char* p = line_begin; p < line_end - 10; p++)
19862
0
                {
19863
0
                    ImGuiID id = 0;
19864
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
19865
0
                        continue;
19866
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
19867
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
19868
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
19869
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
19870
0
                        DebugLocateItemOnHover(id);
19871
0
                    p += 10;
19872
0
                }
19873
0
        }
19874
0
    if (GetScrollY() >= GetScrollMaxY())
19875
0
        SetScrollHereY(1.0f);
19876
0
    EndChild();
19877
19878
0
    End();
19879
0
}
19880
19881
//-----------------------------------------------------------------------------
19882
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
19883
//-----------------------------------------------------------------------------
19884
19885
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
19886
19887
void ImGui::DebugLocateItem(ImGuiID target_id)
19888
0
{
19889
0
    ImGuiContext& g = *GImGui;
19890
0
    g.DebugLocateId = target_id;
19891
0
    g.DebugLocateFrames = 2;
19892
0
}
19893
19894
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
19895
0
{
19896
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
19897
0
        return;
19898
0
    ImGuiContext& g = *GImGui;
19899
0
    DebugLocateItem(target_id);
19900
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
19901
0
}
19902
19903
void ImGui::DebugLocateItemResolveWithLastItem()
19904
0
{
19905
0
    ImGuiContext& g = *GImGui;
19906
0
    ImGuiLastItemData item_data = g.LastItemData;
19907
0
    g.DebugLocateId = 0;
19908
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
19909
0
    ImRect r = item_data.Rect;
19910
0
    r.Expand(3.0f);
19911
0
    ImVec2 p1 = g.IO.MousePos;
19912
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
19913
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
19914
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
19915
0
}
19916
19917
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
19918
void ImGui::UpdateDebugToolItemPicker()
19919
0
{
19920
0
    ImGuiContext& g = *GImGui;
19921
0
    g.DebugItemPickerBreakId = 0;
19922
0
    if (!g.DebugItemPickerActive)
19923
0
        return;
19924
19925
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
19926
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
19927
0
    if (IsKeyPressed(ImGuiKey_Escape))
19928
0
        g.DebugItemPickerActive = false;
19929
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
19930
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
19931
0
    {
19932
0
        g.DebugItemPickerBreakId = hovered_id;
19933
0
        g.DebugItemPickerActive = false;
19934
0
    }
19935
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
19936
0
        if (change_mapping && IsMouseClicked(mouse_button))
19937
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
19938
0
    SetNextWindowBgAlpha(0.70f);
19939
0
    BeginTooltip();
19940
0
    Text("HoveredId: 0x%08X", hovered_id);
19941
0
    Text("Press ESC to abort picking.");
19942
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
19943
0
    if (change_mapping)
19944
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
19945
0
    else
19946
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
19947
0
    EndTooltip();
19948
0
}
19949
19950
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
19951
void ImGui::UpdateDebugToolStackQueries()
19952
0
{
19953
0
    ImGuiContext& g = *GImGui;
19954
0
    ImGuiStackTool* tool = &g.DebugStackTool;
19955
19956
    // Clear hook when stack tool is not visible
19957
0
    g.DebugHookIdInfo = 0;
19958
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
19959
0
        return;
19960
19961
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
19962
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
19963
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
19964
0
    if (tool->QueryId != query_id)
19965
0
    {
19966
0
        tool->QueryId = query_id;
19967
0
        tool->StackLevel = -1;
19968
0
        tool->Results.resize(0);
19969
0
    }
19970
0
    if (query_id == 0)
19971
0
        return;
19972
19973
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
19974
0
    int stack_level = tool->StackLevel;
19975
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
19976
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
19977
0
            tool->StackLevel++;
19978
19979
    // Update hook
19980
0
    stack_level = tool->StackLevel;
19981
0
    if (stack_level == -1)
19982
0
        g.DebugHookIdInfo = query_id;
19983
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
19984
0
    {
19985
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
19986
0
        tool->Results[stack_level].QueryFrameCount++;
19987
0
    }
19988
0
}
19989
19990
// [DEBUG] Stack tool: hooks called by GetID() family functions
19991
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
19992
0
{
19993
0
    ImGuiContext& g = *GImGui;
19994
0
    ImGuiWindow* window = g.CurrentWindow;
19995
0
    ImGuiStackTool* tool = &g.DebugStackTool;
19996
19997
    // Step 0: stack query
19998
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
19999
0
    if (tool->StackLevel == -1)
20000
0
    {
20001
0
        tool->StackLevel++;
20002
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20003
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20004
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20005
0
        return;
20006
0
    }
20007
20008
    // Step 1+: query for individual level
20009
0
    IM_ASSERT(tool->StackLevel >= 0);
20010
0
    if (tool->StackLevel != window->IDStack.Size)
20011
0
        return;
20012
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20013
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20014
20015
0
    switch (data_type)
20016
0
    {
20017
0
    case ImGuiDataType_S32:
20018
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20019
0
        break;
20020
0
    case ImGuiDataType_String:
20021
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20022
0
        break;
20023
0
    case ImGuiDataType_Pointer:
20024
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20025
0
        break;
20026
0
    case ImGuiDataType_ID:
20027
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20028
0
            return;
20029
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20030
0
        break;
20031
0
    default:
20032
0
        IM_ASSERT(0);
20033
0
    }
20034
0
    info->QuerySuccess = true;
20035
0
    info->DataType = data_type;
20036
0
}
20037
20038
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20039
0
{
20040
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20041
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20042
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20043
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20044
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20045
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20046
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20047
0
        return (*buf = 0);
20048
#ifdef IMGUI_ENABLE_TEST_ENGINE
20049
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20050
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20051
#endif
20052
0
    return ImFormatString(buf, buf_size, "???");
20053
0
}
20054
20055
// Stack Tool: Display UI
20056
void ImGui::ShowStackToolWindow(bool* p_open)
20057
0
{
20058
0
    ImGuiContext& g = *GImGui;
20059
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20060
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20061
0
    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20062
0
    {
20063
0
        End();
20064
0
        return;
20065
0
    }
20066
20067
    // Display hovered/active status
20068
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20069
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20070
0
    const ImGuiID active_id = g.ActiveId;
20071
#ifdef IMGUI_ENABLE_TEST_ENGINE
20072
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20073
#else
20074
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20075
0
#endif
20076
0
    SameLine();
20077
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20078
20079
    // CTRL+C to copy path
20080
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20081
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20082
0
    SameLine();
20083
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20084
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20085
0
    {
20086
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20087
0
        char* p = g.TempBuffer.Data;
20088
0
        char* p_end = p + g.TempBuffer.Size;
20089
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20090
0
        {
20091
0
            *p++ = '/';
20092
0
            char level_desc[256];
20093
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20094
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20095
0
            {
20096
0
                if (level_desc[n] == '/')
20097
0
                    *p++ = '\\';
20098
0
                *p++ = level_desc[n];
20099
0
            }
20100
0
        }
20101
0
        *p = '\0';
20102
0
        SetClipboardText(g.TempBuffer.Data);
20103
0
    }
20104
20105
    // Display decorated stack
20106
0
    tool->LastActiveFrame = g.FrameCount;
20107
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20108
0
    {
20109
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20110
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20111
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20112
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20113
0
        TableHeadersRow();
20114
0
        for (int n = 0; n < tool->Results.Size; n++)
20115
0
        {
20116
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20117
0
            TableNextColumn();
20118
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20119
0
            TableNextColumn();
20120
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20121
0
            TextUnformatted(g.TempBuffer.Data);
20122
0
            TableNextColumn();
20123
0
            Text("0x%08X", info->ID);
20124
0
            if (n == tool->Results.Size - 1)
20125
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20126
0
        }
20127
0
        EndTable();
20128
0
    }
20129
0
    End();
20130
0
}
20131
20132
#else
20133
20134
void ImGui::ShowMetricsWindow(bool*) {}
20135
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20136
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20137
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20138
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20139
void ImGui::DebugNodeFont(ImFont*) {}
20140
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20141
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20142
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20143
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20144
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20145
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20146
20147
void ImGui::DebugLog(const char*, ...) {}
20148
void ImGui::DebugLogV(const char*, va_list) {}
20149
void ImGui::ShowDebugLogWindow(bool*) {}
20150
void ImGui::ShowStackToolWindow(bool*) {}
20151
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20152
void ImGui::UpdateDebugToolItemPicker() {}
20153
void ImGui::UpdateDebugToolStackQueries() {}
20154
20155
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20156
20157
//-----------------------------------------------------------------------------
20158
20159
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20160
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20161
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20162
#include "imgui_user.inl"
20163
#endif
20164
20165
//-----------------------------------------------------------------------------
20166
20167
#endif // #ifndef IMGUI_DISABLE